Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


happytrooper

Member Since 29 Dec 2011
Offline Last Active Feb 21 2012 06:53 AM

Topics I've Started

Compressed sound, what format to use?

02 January 2012 - 03:21 AM

Hi!

I'm about to start implementing support for playing compressed sound for our game engine. Unsurprisingly we're on a tight budget both performance-wise and memory-wise. I've been looking at the ADPCM-wav-compression and it could be a possible solution, although it would require a lot of extra hacking. We use OpenAL, and unfortunately it doesn't natively support ADPCM which would mean we'd have to 'manually' decompress the sound before sending it to OpenAL.

Right, so my question to you is: What sound compression would you recommend us using? As I said, performance is a big thing for us so the it can't have a large inpact on that.

Cheers!
/ Freddy

ps. an audio-section here in the forums would be nice! Posted Image

OpenAL & ADPCM (Windows)

30 December 2011 - 03:33 AM

Hey!

Right, I'm having a hard time finding out whether OpenAL supports playing ADPCM-compressed .wav or not in a windows environment.

So, before I go experimenting, does anyone know if OpenAL (in windows) can decode ADPCM on the fly or would I first need to decode the sound and then send it to OpenAL?

Thanks in advance!
Best regards,
Freddy

PARTNERS