[Kde-games-devel] To ogg or not to ogg?
Casper van Donderen
casper.vandonderen at gmail.com
Wed Jul 1 19:25:29 CEST 2009
People, relax.
Let's first test. ATM most games do not use a lot of memory. RAM is always powered, so copying the simple sounds to RAM while they are still encoded could also be an option and should not be using a lot more of the users system.
The big problem I see now is: can Phonon detect if OGG is possible on the selected backend?
Let's first test these things and decide afterwards.
Casper
------Original Message------
From: Luciano Montanaro
To: KDE games development
ReplyTo: KDE games development
Subject: Re: [Kde-games-devel] To ogg or not to ogg?
Sent: Jul 1, 2009 19:17
On Wed, Jul 1, 2009 at 6:51 PM, Albert Astals Cid<aacid at kde.org> wrote:
>
> You should test things before saying them ;-)
Erm... I did test at the time. Things may have changed since then, but
I doubt it...
And having the same sound being decoded over and over is not the best
thing for laptop batteries.
>
> Late 2005 the company i switched from storing saved files of the program i did
> pay work for from plain text to compressed. Loading got faster because reading
> a big file from disk was so much slower than reading a smaller one and doing
> the decompression.
But phonon does never load sounds, it streams them. :(
That's my problem. Now, if I find the time to look up that openAL
based sound engine, things may change again.
>
> Not sure if that applies here but i can easily see it happening.
>
> Albert
>
>> The sound could be probably shortened, though.
>>
>> Luciano
>
> _______________________________________________
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> kde-games-devel at kde.org
> https://mail.kde.org/mailman/listinfo/kde-games-devel
>
--
Luciano Montanaro
Anyone who is capable of getting themselves made President should on
no account be allowed to do the job. -- Douglas Adams
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