0
0

Hi,

we’re using minifmod for an intro (<64k) and it(=minifmod) really rocks.
Our xm is about 20k right now,
but with oggmod we can get it down to ~7k.

But minifmod can’t play .oxm :(
Are there any plans to support .oxm with minifmod ?
And will it still be smaller than ~20k ?

Right now we are doing some nasty stuff with the sampleloadcallback,
but it would be great if we could stop thinking about music ๐Ÿ˜‰

  • You must to post comments
0
0

lol Brett ๐Ÿ˜€

  • You must to post comments
0
0

I must admit that I didn’t look at the (mini)fmod sources (so far),
but:

fmod.dll is about 150K.
libminifmod.a is about 30K.

You say ogg-decode would take up ~100K,
so all other playing routines, mixers, callbacks, etc are worth only 20K ?
(And that is including the mp3 decoder ?)

All I wanted to know is:
How much space would the ogg-decoder take up ?

Looks like I have to dig into the code and find out myself….

(Don’t expect any results too soon, I’m swamped with work anyway ๐Ÿ˜‰ )

  • You must to post comments
0
0

For one, you’re comparing apples and oranges. libminifmod.a is a static library, whereas fmod.dll is a dynamic link library. Static libraries generally are bigger than either DLLs or DLL import .libs, since much of their size is linker information (so the linker knows exactly how to link it in).

  • You must to post comments
0
0

[quote="brett":2ggsirk5]ogg takes about 60% of fmod.dll size. [/quote:2ggsirk5]

That’s the number I wanted.

Looks like we’ll stick with (optimized) ADPCM then.

Thanks.

  • You must to post comments
Showing 4 results
Your Answer

Please first to submit.