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Author Topic: Speex  (Read 2176 times)
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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?
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Nic.
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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
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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
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Re: Speex
« Reply #3 on: May 04, 2003, 09:11:02 pm »

.ogg can use speex too
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Mark Vera
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Re: Speex
« Reply #4 on: May 04, 2003, 10:42:57 pm »

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.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..)
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