[Vorbis-dev] getting started

illiminable ogg
Sun Jun 27 11:21:35 PDT 2004


Forwarded : Forgot to change address again... i swear we didn't have to do
this before ! :)

----- Original Message -----
From: "illiminable" <ogg at illiminable.com>
To: "Steve Russell" <srussell at innernet.net>
Sent: Monday, June 28, 2004 2:20 AM
Subject: Re: [Vorbis-dev] getting started


>
> ----- Original Message -----
> From: "Steve Russell" <srussell at innernet.net>
> To: <vorbis-dev at xiph.org>
> Sent: Monday, June 28, 2004 1:51 AM
> Subject: Re: [Vorbis-dev] getting started
>
>
> > Wow, thanks!  I hate to keep asking such basic questions, but could I
get
> > just a little comment on how or where this stuff fits into the mmio /
> > waveOut functions I am presently using to play my standard wave files?
My
> > audio typically plays at the beginning of each cycle in a series of
> > interactive educational activities and in response to incorrect drag and
> > drop choices.  I do not provide the user with any audio choices.  My
stuff
> > resembles a game, and often requiring pretty low latency at that.
>
> The only multimedia stuff i've ever done is with directshow... so i know
> nothing about waveout. But i would imagine if your sound clips are very
> short, ie a few seconds max.. you'll definately get lower latency using a
> raw audio form. This is probably better for things like user interface
audio
> feedback. Directshow doesn't have much latency... most of the latency is
in
> setting up graph.. which takes a fraction of a second... but is not
> instant...
>
> Though if you pre-built all the graphs with your audio, then just called
Run
> as needed, the response would be pretty good... though you'll always have
> some small amount of latency due to demuxing and decoding.
>
> Zen.
>




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