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

Bart bart at neeneenee.de
Wed Dec 29 11:05:38 CET 2004


I would suggest for OggVorbis too. It is open source, crossplattform too 
and there are many tools as open source available too. And may some 
funny things like a DirectShow Filter for Windows and a plugin for 
Quicktime (Win/ Mac).

What about using FMOD Libs?
http://www.fmod.org/
They are crossplattform and supporting MP3 and OGG too.

Marko Dimiskovski schrieb:
>>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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> http://projects.blender.org/mailman/listinfo/bf-committers
> 


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| (O)(O)        Bart.
C      _)       bart at neeneenee.de
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