[Bf-committers] Re: Bf-committers Digest, Vol 5, Issue 64

Marko Dimiskovski marko.dimiskovski at gmail.com
Wed Dec 29 05:56:32 CET 2004


> On Tue, 28 Dec 2004 22:56:35 +0100 (CET), Alexander Ewering
> <blender at instinctive.de> wrote:

> >
> > - WAV files of any format can be used (might try to extend this to mp3)
> 
> I highly reccomend you look into using SDL_sound for supporting
> different audio formats.  It should take all the work off your
> shoulders for supporting mp3/ogg/flac/etc/etc.  It also compiles on
> every platform blender is able to (Except Irix?) and looks like its
> pretty actively maintained.
> 
> In addition to simply providing easy access to more formats, it looks
> like it contains a very nice system to deal with sound data itself.
> 
> http://www.icculus.org/SDL_sound/
> 
> ------------------------------
> 
> Message: 8
> Date: Wed, 29 Dec 2004 00:02:04 +0100 (CET)
> From: Alexander Ewering <blender at instinctive.de>
> Subject: Re: [Bf-committers] Game Engine Audio status
> To: Ryan Showalter <ryanshow at gmail.com>,        bf-blender developers
>         <bf-committers at projects.blender.org>
> Message-ID: <Pine.LNX.4.61.0412290000240.804 at time.intrr.org>
> Content-Type: TEXT/PLAIN; charset=US-ASCII; format=flowed
> 
> On Tue, 28 Dec 2004, Ryan Showalter wrote:
> 
> > I highly reccomend you look into using SDL_sound for supporting
> > different audio formats.  It should take all the work off your
> > shoulders for supporting mp3/ogg/flac/etc/etc.  It also compiles on
> > every platform blender is able to (Except Irix?) and looks like its
> > pretty actively maintained.
> >
> > In addition to simply providing easy access to more formats, it looks
> > like it contains a very nice system to deal with sound data itself.
> 
> Hi,
> 
> SDL_mixer already supports decoding most of those formats through
> the same libraries as SDL_sound does, so I don't see a huge advantage
> in using SDL_sound, apart from introducing another dependancy...
> 
> What SDL_sound does offer what SDL_mixer does not is resampling (changing
> pitch) of audio data. But I've already coded that myself, so that's
> no advantage ;)
> 
> Thanks for the recommendation though... it was worth looking at!
> 
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
> 
> ------------------------------
> 
> Message: 9
> Date: Tue, 28 Dec 2004 15:29:17 -0800
> From: Patrick Mullen <saluk64007 at gmail.com>
> Subject: Re: [Bf-committers] Game Engine Audio status
> To: bf-blender developers <bf-committers at projects.blender.org>
> Message-ID: <c3f69bf6041228152928835b43 at mail.gmail.com>
> Content-Type: text/plain; charset=US-ASCII
> 
> 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.

hmmm isn't there licence fees for mp3's?  i hear lots of game
developers use ogg the most... i mean... it is opensource :-) but
supporting all of those would be great... i really want ogg ;)


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