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Hello,

I am posting up a new thread for this, because I don’t want to change the topic of this thread:

[url:3kvu3w3e]http://www.fmod.org/forum/viewtopic.php?t=11716[/url:3kvu3w3e]

And it gives me some hope that perhaps there is a way to use the iPhone’s hardware decoder with FMOD. Is this true or am I reading incorrectly? With iPhone OS 3.0 it seems that Audio Queues can use the hardware decoder (for 1 stream, and others would be decoded in software). I’d love to be able to use the iPhone HW for performance (and licensing) reasons, but let’s face it – everybody knows that Audio Queues are insanely and inanely complicated. Using FMOD as a wrapper to the iPhone HW decoders would be incredible. I’d pay for my license all over again!

So to cut to my two questions:

[list:3kvu3w3e]- Will there be iPhone HW support for FMOD any time soon?
– If not, is writing a codec that gets data from an AudioQueue an alternative? Would I still be able to have the low latency, DSPs, frequency manipulation, channels, and mixer capabilities of FMOD?[/list:u:3kvu3w3e]

Thanks much!

  • George
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This is becoming a common question, it would seem that demand is growing and the licensing issue is a good point too.

We do plan to add support for hardware decoding, however I have not looked at the API closely yet so I can’t promise how feasible it is. I know there is the ability to decode data offline which is promising and as you linked one of our forum users is already attempting this.

When we do implement hardware decoding it will be as a codec using the offline decoding API. You will be able to do anything you can do with software decoded sounds since the data will still be software mixed.

However the big caveat is the hardware only supports one decode at a time and that may be in use by the iPod. We could hide this all away of course but it does limit you a bit. Also there are software codecs in the iPhone that we can investigate too, perhaps they give better performance.

I can’t promise a date for this, however we have logged the feature request and the increase in demand for it should raise it’s priority.

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Thanks Mathew!

I’ll keep my fingers crossed. I’ll also experiment with the codec_raw example as Hyn is doing. When you say by using the offline decoding API, do you mean writing a decoded file to disk and then rereading it via FMOD, or do you mean decoding it and "piping" the buffers in realtime to FMOD? The latter certainly would be preferred as I see it.

With regards to the HW being in use, it looks like there are profiles to set whether or not to use HW/SW only or to switch to whatever is available. Having those same options would be useful.

  • George
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By offline decoding I mean decoding chunks of data at runtime, this is how our codecs work. If you do a createSound it will decode the lot immediately, otherwise if you do createStream it will decode as needed at runtime.

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