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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.
Incoming HTML mails are automatically deleted.
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?
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