Tinsel MP3/OGG/FLAC support beta test
Moderator: ScummVM Team
Tinsel MP3/OGG/FLAC support beta test
Hi there,
I just implemented MP3/OGG/FLAC support into the tinsel (Discworld 1&2) engine. Currently it only works on Discworld 1, because I need to decode the audio data of Discworld 2.
Anyway, I would like to have some people test it out before I submit the patch. Anyone in here willing to do so?
Regards
Jimi
I just implemented MP3/OGG/FLAC support into the tinsel (Discworld 1&2) engine. Currently it only works on Discworld 1, because I need to decode the audio data of Discworld 2.
Anyway, I would like to have some people test it out before I submit the patch. Anyone in here willing to do so?
Regards
Jimi
Sounds great, nice .
However, I would recommend that you just submit the patch anyway; that way, more people can easily beta test it, and moreover ScummVM devs can review it and give feedback on it, too. Like, we can check whether you comply to our code formatting guidelines, and maybe suggest ways to improve it.
I think that way will be much quicker overall.
However, I would recommend that you just submit the patch anyway; that way, more people can easily beta test it, and moreover ScummVM devs can review it and give feedback on it, too. Like, we can check whether you comply to our code formatting guidelines, and maybe suggest ways to improve it.
I think that way will be much quicker overall.
Just uploaded it. It now works on DiscWorld2 (German) as well. Had to implement ADPCM 6-bit decoding.
btw. I'm copying the first 5000 bytes of *.smp into the compressed version so that detection still works. Also I'm using the first index for MP3/OGG/FLAC detection, this shouldn't hurt, because DW1 and DW2 never use it and I'm patching it back to 0 even in the engine code.
I tried to stay as close to the original code formatting as possible. Also I got really frustrated searching for a diff utility under win32 that is able to create patches.
Anyone interested in SCI mp3/ogg/flac support?
Regards
Jimi
btw. I'm copying the first 5000 bytes of *.smp into the compressed version so that detection still works. Also I'm using the first index for MP3/OGG/FLAC detection, this shouldn't hurt, because DW1 and DW2 never use it and I'm patching it back to 0 even in the engine code.
I tried to stay as close to the original code formatting as possible. Also I got really frustrated searching for a diff utility under win32 that is able to create patches.
Anyone interested in SCI mp3/ogg/flac support?
Regards
Jimi
- ezekiel000
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a resource.aud compressing utility isn't that much of a problem and the sound code seems to already work just fine. I wouldn't of course compress samples within resource.0*, because those are already compressed and it wouldn't save much discspace anyway.ezekiel000 wrote:Shouldn't that wait for the engine to stabilise?jimi wrote: Anyone interested in SCI mp3/ogg/flac support?
- ezekiel000
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Though I certainly can't speak for the developers... having fooled around with various SCI games in ScummVM, I can say that the audio code on games that are large enough where compression would be worth it is very much still a work in progress. It works very well on SCI0 games, but not so well on newer games. Though who knows, maybe converting would actually simplify things.jimi wrote:a resource.aud compressing utility isn't that much of a problem and the sound code seems to already work just fine. I wouldn't of course compress samples within resource.0*, because those are already compressed and it wouldn't save much discspace anyway.ezekiel000 wrote:Shouldn't that wait for the engine to stabilise?jimi wrote: Anyone interested in SCI mp3/ogg/flac support?
Did you try the latest SVN builds? King's Quest 5&6 are working quite nicely. And those are both full talkie versions, perfect for audio compression.KuroShiro wrote: Though I certainly can't speak for the developers... having fooled around with various SCI games in ScummVM, I can say that the audio code on games that are large enough where compression would be worth it is very much still a work in progress. It works very well on SCI0 games, but not so well on newer games. Though who knows, maybe converting would actually simplify things.
Actually, two of the games I was referring to were my old CDs of KQ5 and 6 (as well as SQ4, QFG3). The speech plays pretty well, but the music sometimes plays too loudly or quietly, badly out of tune, or extremely slowly. Though I suppose that was about a week and ago so maybe it has been fixed up a bit since then. If so that is some nice progress.jimi wrote:Did you try the latest SVN builds? King's Quest 5&6 are working quite nicely. And those are both full talkie versions, perfect for audio compression.KuroShiro wrote: Though I certainly can't speak for the developers... having fooled around with various SCI games in ScummVM, I can say that the audio code on games that are large enough where compression would be worth it is very much still a work in progress. It works very well on SCI0 games, but not so well on newer games. Though who knows, maybe converting would actually simplify things.
- ezekiel000
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- SithlordDK
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- ezekiel000
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Would it be possible to auto-rename the resulting compressed.smp and compressed.idx back to the original filename, let's say ENGLISH.SMP or GERMAN1.SMP/GERMAN1.IDX and so on?
Guess they have to be named like that again cos in Discworld 2 the 2 Speechfiles would otherwise be both named "compressed.smp" (which of course would not work in one directory )..
Thx in advance
Guess they have to be named like that again cos in Discworld 2 the 2 Speechfiles would otherwise be both named "compressed.smp" (which of course would not work in one directory )..
Thx in advance
Once you've compressed it, you don't need the original any more as far as I can tell, though it isn't documented yet. Just rename the compressed file to be what the original was.MarkCoolio wrote:Would it be possible to auto-rename the resulting compressed.smp and compressed.idx back to the original filename, let's say ENGLISH.SMP or GERMAN1.SMP/GERMAN1.IDX and so on?
Guess they have to be named like that again cos in Discworld 2 the 2 Speechfiles would otherwise be both named "compressed.smp" (which of course would not work in one directory )..
Thx in advance