Can you not have all of the floating-points be converted to integers at the start of the playing? It would incur huge overhead on the memory and loading, but once playing it should be okay…
Or maybe you should put it in, inline for the new Pocket processors, when they hit 400 and 500 mhz (I’ve been told they’re not far off…). But then again my sources suck 😀
tremor has just been released as bsd/freeware. 3.61 here we come![/quote:228xxae0]
Ha! Just saw that on Slashdot and the first thing I thought was, “hey, Brett can do ogg in WinCE now!”. So I came here to let you know.. too slow!
Hope the trip is going well!
I think the main reason why MP3 and OGG files aren’t supported from the start, is because it does take a high chunk of CPU time to decode these formats. Also, the tight space restriction existing for most games force deveopers to use a tracked format like MOD, S3M, XM or IT, where half hour songs can be packed into 100k. This is simply not possible with MP3 or OGG.
I also like OGG, and would love to see it on my iPAQ unit too. But dems’ de’ breaks.
- otri answered 16 years ago
I’ve tried to play an .ogg (On ce) and wondered why it doesn’t work, so I searched the board and found this thread. Yes, I had looked on the specific FMod versions overview on the mainsite, before downloading. But after some weeks, I’ve forgotten this. 😉
I think this should be noted somewhere in the docs. If you search the fmod.chm for org, you will find nothing that tells you that it’s not supported by the ce version.
Missing .ogg support is a real miss, I think. We now have the problem that we have to do all SoundFX as .wav. We first used mp3s that are uncompressed once and then hold in memory. After we read that we would have to pay $2500 for this, we wanted to use .ogg. And this isn’t supported.
For our needs, we wouldn’t mind the CPU usage, as the samples will be loaded once at startup.
As we’re forced to use plain wavs, we will have to allways use low bit-depth or Hz, or it will use a lot of resources. We had planned to do dynamic sampleloading for different configurations (mem etc.). E.g: 8MB free mem, 11khz .ogg would be loaded, 16MB free, 22.05mhz would be loaded etc. But this would be only possible if we could save compressed sounds on the device.
Are there any news concerning .ogg under CE ?
PS: You wrote “I’m looking into it. It will probably cost more than i would get back in licenses”.
I thought ogg is completely FREE ? Or do you mean the work you have implementing this ?
Michael Ritter (5am coderz)
Oh…. You will not believe it, but I’ve not thought about MP2. 😉 I was so in MP3 and Ogg that I’ve not thought about that MP2 could be free. But good to know. So MP2 will be an alternative.
But just for my understanding. What is the problem about compiling the decoder for CE (Arm) ? Is there _ASM (Inline ASM) or would it just hell slow because there is no FPU ?
Michael Ritter (5am coderz)
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