[vorbis-dev] Trying to build on Windows (Part 2)
Jonathan Blow
jon at bolt-action.com
Sat Dec 16 18:12:27 PST 2000
Lars Brubaker wrote:
> Monty, I'm looking to use Vorbis as the primary audio decompresser for Star
> Trek Away Team being published by Activision. We are in beta now and will
> be shipping late January. Do you think there is any reason that Vorbis
> won't be up to the task at that time? It seems to be sufficient for our
> needs as is. I'm just looking for the inside scoop. It's either Vorbis or
> else we license Miles Sound System for 3,000$ it has an MP3 license.
I am using vorbis right now for sound decompression for a game
(Barbaric Smackdown). It works fine *except* for a clicking noise that
is being introduced into one of the sound effects, which I am led to believe
is a beta 3 bug that is being fixed (if not then I will bug Monty about it!)
I did a product review of Miles a little over a year ago for gdmag.
It's good but it's a bit old.
Anyway, Vorbis is working great for me so far. With an un-optimized audio
manager system I can stream 3-4 compressed sounds (music track, 3
ambient sounds) using only 5% of the CPU on an Athlon 500. Aside from
that I use it to uncompress a whole slew of sound effects into pcm files
at install time.
> And on a technical note:
> The DLLs that we are building need to always be the same calling convention,
> currently they are CDECL. My project is building fastcall so I need them
> all declared CDECL.
> Can we put something like this into os.h?
Umm... can't you just make this a compiler switch? You're using Visual C++ 6
right? That seems better than mucking up the source files.
-Joanthan.
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