The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Guest on May 03, 2003, 02:29:41 am

Title: Speex
Post by: Guest on May 03, 2003, 02:29:41 am
Why don't you use Speex ( 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
.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..)