[Vorbis-dev] getting started
Sat Jun 26 08:04:25 PDT 2004
Forwarded: forgot to change reply address :(
----- Original Message -----
From: "illiminable" <ogg at illiminable.com>
To: "Steve Russell" <srussell at innernet.net>
Sent: Saturday, June 26, 2004 10:58 PM
Subject: Re: [Vorbis-dev] getting started
> ----- Original Message -----
> From: "Steve Russell" <srussell at innernet.net>
> To: "illiminable" <ogg at illiminable.com>
> Sent: Saturday, June 26, 2004 9:56 PM
> Subject: Re: [Vorbis-dev] getting started
> > I very much appreciate your help, and I will take a good look your
> > Possibly Ogg Vorbis is going to force me to finally start using DirectX
> > least in some capacity. If most of my files are speech, would you still
> > making the same recommendation?
> I'd suggest for now if you pull my project from subversion, that you pull
> revision 6744, thats the last stable release, and the source that built
> binaries that are on the site.... i'm currently making changes fairly
> regularly at the head... so who knows what bugs i'm putting there ! :) I'd
> not recommend pulling the head version uot at the moment. It's also quite
> large... i think more than 20megs, 5000 files combined source/docs... so
> prepared for a wait if you are on dial-up internet. I really should start
> properly tagging the releases !
> It's also not too build friendly at the moment either... as i'm really the
> only one writing it... so i've been putting more effort into advancing it
> than tweaking the build... there is a readme in the root that explains
> of what you need to do to get it to build... it also requires nasm and
> directx9 sdk in order to build.
> If you are fairly proficient with Visual studio you shouldn't have too
> problem though... To be honest... for what you want to do, you probably
> won't even need the source... you will never interact directly with it
> anyway... though it may be ?interesting? to read... you can browse it over
> the web at the address i gave. If you install the binaries, directshow
> the rest... you only ever interact via the directshow interfaces anyway.
> you want to see an overview of how directshows graph architecture works,
> the directx sdk is a program called graphedit... it visually shows the
> filter graphs... eg http://www.illiminable.com/ogg/graphedit.html
> Using directshow to play audio... is seriously very very easy, all the
> stuff is making the filters... once you have the filters, the rest is
> easy... and a good way to ease into it... the rest of directshow... is
> well... lets just say it takes some getting used to !
> If you look at the IGraphBuilder, IMediaControl and IFilterGraph interface
> in MSDN... it's all fairly well documented... it should be pretty clear
> to do and there is a fair bit of example code on MSDN too.... if you
> google directshow <interface name>
> it's almost always first hit for all directshow stuff.
> As for speech files... i'd recommend speex over vorbis... a filter for
> is also in the package... you'll get far better size reduction by using
> speex... and it's no extra effort to use vorbis for music and speex for
> speech... basically exactly the same code... depending the type of file
> gets loaded into the demux filter, it will attach to the correct decoder
> All you have to do is
> 1) Create a filtergraph object with COM
> 2) get an Igraphbuilder interface
> using COM.
> IGraphBuilder* locGraphBuilder;
> HRESULT hr = CoCreateInstance(CLSID_FilterGraph, NULL,
> CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&locGraphBuilder);
> 3) Call RenderFile on the IGraphbuilder interface with the filename
> 4) get an IMediaControl interface from the filter graph
> 5) Call play on the IMediaControl interface.
> All the codec stuff will be done automagically behind the scenes, so long
> my filters are installed.
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