Skip to content
bloom edited this page Oct 4, 2025 · 3 revisions

FAQ — BLOS

What platforms does this run on?

Currently tested on Linux (x86_64). Should compile on other UNIX-like systems; Windows support is possible with a compatible toolchain.

How do I compile it? Do I need extra libraries?

The codec is a single C file. You’ll need libsndfile and a C compiler (gcc or clang). Example:

gcc main.c -o codec -lsndfile -lm -O3

Can I just use prebuilt binaries?

For now, source build only. Binaries may be added later if enough people ask.

What’s the file extension?

.blos, decoded output is standard .wav.

##How do I encode and decode?##

# Encode
./codec input.wav output.blos  

# Decode
./codec -d input.blos output.wav

Is it lossless or lossy?

It’s almost-lossless: most of the original detail is preserved, but extreme transients may be approximated for higher compression efficiency.

What sample rates and bit depths does it support?

44100 Hz, 16-bit stereo is the main target. Other formats might work but aren’t officially supported yet.

Does it handle multichannel audio?

Not yet — stereo only. Multi-channel support is on the roadmap.

How does compression compare to other codecs?

On average, .blos files are 90-95% the size of raw WAV. Compared to FLAC, results vary but tend to be smaller, with some quality trade-offs.

Does it preserve metadata (tags, album art)?

No. Only raw audio data is stored. Metadata support may be added later.

How fast is it?

Encoding and decoding are lightweight. On a modern CPU, decoding is faster than real-time [ upto 200x ].

Any known limitations?

  • No streaming support yet.
  • Seeking isn’t implemented.
  • Metadata and multichannel unsupported.

Why make a new codec instead of using existing ones?

For fun, experimentation, and learning. Also, it explores design ideas not covered by mainstream codecs.

What’s the license?

GPL v3.0. You’re free to use, modify, and distribute under those terms.

Where can I report issues or contribute?

Open an issue or pull request on the GitHub repo: Click here!.