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SDL2_mixer & ogg vorbis file for android. Problems in IC | ![]() |
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Distorted sound | ![]() |
image28
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Every time I load my app on my Samsung galaxy ace II I get the distorted helicopter sound instead of the .ogg music file it is meant to be playing. Will be trying to figure it out over next few days ( testing different sound files etc... )
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Distorted sound | ![]() |
image28
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Also I'm loading the ogg file from the apk files assets directory
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Code ... | ![]() |
image28
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SDL_InitSubSystem(SDL_INIT_AUDIO);
if(Mix_OpenAudio(22050, AUDIO_S16SYS , 2, 2048)) { LOGD("Unable to open audio!"); exit(1); } Mix_Music *music; music=Mix_LoadMUS("Initiate.ogg"); if ( music == NULL ) { LOGD("No music file found"); } if ( ! Mix_PlayingMusic() ) { Mix_PlayMusic(music, -1); } |
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SDL2_mixer & ogg vorbis file for android. Problems in IC | ![]() |
sdl
Guest
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Check if your ogg files are encoded using 48000 Hz freq. if it the
case, encode them using standard 44100 Hz freq. On Tue, 12 Mar 2013, image28 wrote:
_______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL2_mixer & ogg vorbis file for android. Problems in IC | ![]() |
Gabriele Greco
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On Tue, Mar 12, 2013 at 6:16 PM, image28 wrote:
Are u using libtremor to decode the vorbis streams? I'm doing the same thing in my game and it works perfectly (but I had to get an updated version of libtremor since there are a few bugged versions around that exhibit their bugs when used with SDL_mixer). -- Bye, Gabry |
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SDL2_mixer & ogg vorbis file for android. Problems in IC | ![]() |
Sik
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Yeah, there's the issue that phones usually don't support hardware
accelerated Vorbis so they're horribly slow at that. You'll end up with a scratchy sound because it can't keep up with the streaming (so there are gaps in the buffer all the time). If using Tremor doesn't fix it for you may want to consider other alternatives. I suppose you're probably avoiding the hardware accelerated formats as they're usually patented... An alternative would be to decompress the entire Vorbis data in RAM, and if you need to save space use DPCM, ADPCM or something like that (there's a Sega Genesis sound engine called TMSE that can decompress two ADPCM streams at 22KHz simultaneously on the 3.58MHz Z80, to give you an idea of how lightweight are those two algorithms). 2013/3/13, Gabriele Greco:
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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wavs work | ![]() |
image28
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a standard wav file plays fine, but if I use audacity to compress it into a adpcm wave file SDL_mixer doesn't find the file.... did a search for the sega sound engine but couldn't find it....
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SDL2_mixer & ogg vorbis file for android. Problems in IC | ![]() |
Sik
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ADPCM WAV files rarely are supported, I meant using your own format.
Audacity won't help you much there (other than saving it as raw and then using some quick conversion tool), and storing the file directly may not be a good idea anyway since it doesn't compress as well as Vorbis. First try Tremor, it's a much faster decoder for Vorbis files (as it doesn't use floating point). Resort to other methods only if Tremor doesn't work and you really need to save RAM. If you have spare RAM you can also try decompressing the files in RAM and playing that (mostly useful for sound effects). 2013/3/13, image28:
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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tremor | ![]() |
image28
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SDL2_mixer is compiled with tremor.... and decompressing music to ram would take up to much ram, a lot of phones don't have all that much.
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