Title: Speex Post by: Guest on May 03, 2003, 02:29:41 am Why don't you use Speex (http://www.speex.org/) instead to encode the speech files?
Title: Re: Speex Post by: Nic. on May 03, 2003, 03:40:35 am They're already using Vorbis, which is also from Xiph, and can encode both speech and music (thus requiring only one decoder in-game for both). But if another codec has noticable benefits, I'm sure that the coredev guys would listen. According to the docs, Speex gets 2x-4x the compression rates of Vorbis on the same speech files, which is pretty impressive, and would drive down the size of the game quite noticably.
Edit: I just grabbed a copy, and re-encoded some of the OGGs from the game. Yep, they're indeed smaller (but only about 10% smaller, as opposed to the 50% they claim), and they sound about the same. If the Speex API can do the same things as the Vorbis API without too much trouble, it may be worth a shot. Unfortunately, at first glance, I don't see any seek functions in the Speex API, and UQM seeks around the speech files ALOT. Title: Re: Speex Post by: Mika on May 03, 2003, 04:39:48 am I did some extensive comparing between speex and ogg before v0.1 was released and I chose ogg, because it gave smaller filesizes with better quality (when encoding from 'original' .wavs). Ogg is also more common; like Nic said, with it we don't need to incorporate yet another decoder into our code.
Title: Re: Speex Post by: fsdf on May 04, 2003, 09:11:02 pm .ogg can use speex too
Title: Re: Speex Post by: Mark Vera on May 04, 2003, 10:42:57 pm Quote .ogg can use speex too Well, Ogg/Vorbis is commonly referenced as ogg if speaking audio even though the Ogg is just format wrapping the chunks encoded with Vorbis. But I think Mika made the point clear why Ogg/Vorbis and not Speex (or Ogg/Speex if you prefer..) |