Pages: [1]
|
|
|
Author
|
Topic: Speex (Read 2176 times)
|
Guest
Guest
|
|
Speex
« on: May 03, 2003, 02:29:41 am » |
|
Why don't you use Speex (http://www.speex.org/) instead to encode the speech files?
|
|
|
Logged
|
|
|
|
Nic.
Guest
|
|
Re: Speex
« Reply #1 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.
|
|
« Last Edit: May 03, 2003, 06:56:30 am by Nic. »
|
Logged
|
|
|
|
Mika
Core Team
*Many bubbles*
Offline
Gender:
Posts: 121
|
|
Re: Speex
« Reply #2 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.
|
|
« Last Edit: May 03, 2003, 04:44:14 am by admin »
|
Logged
|
|
|
|
fsdf
Guest
|
|
Re: Speex
« Reply #3 on: May 04, 2003, 09:11:02 pm » |
|
.ogg can use speex too
|
|
|
Logged
|
|
|
|
|
Pages: [1]
|
|
|
|
|