[Bf-committers] Game Engine Audio status

zippy trip at spymac.com
Wed Dec 29 02:37:21 CET 2004


AAC ? Mp4 ? Those are even better than mp3 at better file sizes to boot!


On Dec 28, 2004, at 6:32 PM, Alexander Ewering wrote:

>
> On Tue, 28 Dec 2004, Patrick Mullen wrote:
>
>> Yes please include support for at least mp3's (The old sound engine
>> did support them, although it was very picky on format).  It would be
>> nice to have midi/mod sound as well, you can do a lot of nice sounding
>> music with those and take less space.
>
> The library I used directly supports mp3 and also modules (via mikmod)
> and synthesizing general midi files (via old GUS patches).
>
> Though I would personally say that any serious music will probably be
> in MP3/OGG format (which it both supports)...
>
> Though the MP3/OGG support would look like this: It would read the 
> MP3/OGG,
> convert it to raw PCM, and then put it into memory... So you could save
> on filesize (runtime executable), but in memory, the MP3 will use as
> much space as if it were a WAV.
>
> No big problem with today's memory sizes probably though...
>
> Did the former (current) game engine decode in realtime or when
> loading?
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>



More information about the Bf-committers mailing list