Speex decoding in SDL_mixer

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I’ve got a patch here: http://dingoskidneys.com/fishmixer/ to add
ogg/vorbis and ogg/speex decoding (and other formats libfishsound may
be enhanced to support) to SDL_mixer.

The conversion from .wav to ogg/vorbis sfx and voice acting turns
freedroidRPG’s 41 megabytes of audio into only 14; even more space
will be saved when speex is used for the voice acting.

The alternative to adding this to SDL_mixer seems to be to decode the
effects to an in-memory .wav and then load that with SDL_RWops. It’d
be nicer to just have SDL_mixer do it out of the box. How can I help
make that happen?

Thanks,

Daniel Holth
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I’ve got a patch here: http://dingoskidneys.com/fishmixer/ to add
ogg/vorbis and ogg/speex decoding (and other formats libfishsound may
be enhanced to support) to SDL_mixer.

SDL_mixer already supports ogg vorbis (in the precompiled Windows DLLs
I’ve got at least).On 22/04/2004, Daniel Holth, you wrote:


Please remove “.ARGL.invalid” from my email when replying.
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SDL_mixer already supports ogg vorbis (in the precompiled Windows DLLs
I’ve got at least).

The patch adds Ogg/Speex support but it also takes over loading Ogg/Vorbis SFX. SDL_Mixer looks at the first four bytes of a file to decide which loader to delegate to, but whether a file is Ogg/Vorbis, Ogg/Speex or something else isn’t in that four bytes.

Since there doesn’t seem to be much interest in adding this free and patent-free speech codec to SDL_Mixer, is there an easy way for me to make an SDL_RWops object that references a region of memory?

  • Daniel

Since there doesn’t seem to be much interest in adding this free and
patent-free speech codec to SDL_Mixer, is there an easy way for me to
make an SDL_RWops object that references a region of memory?

SDL_RWFromMem().

–ryan.

I’ve got a patch here: http://dingoskidneys.com/fishmixer/ to add
ogg/vorbis and ogg/speex decoding (and other formats libfishsound may
be enhanced to support) to SDL_mixer.

I tried to get to this website, but it appears to be down… ?

-Sam Lantinga, Software Engineer, Blizzard Entertainment