[ scummvm-Feature Requests-786569 ] Fix for codebook waste and resampling issues
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Mon Aug 11 13:19:29 CEST 2003
Feature Requests item #786569, was opened at 2003-08-11 11:19
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Submitted By: Marten van Wezel (puntloos)
Assigned to: Nobody/Anonymous (nobody)
Summary: Fix for codebook waste and resampling issues
Initial Comment:
A detailed discussion thread about both issues is here:
http://sourceforge.net/forum/forum.php?
thread_id=912776&forum_id=115756
In a nutshell:
--- Codebook waste:
Every ogg file has a codebook of 4-12kbyte. On vorbis
files of (say) 1 second of (say) 32kbps that would mean
around 20% wasted space.
The way to fix this is to compile one huge source .wav
file (or at least not one for every sample!) and encode
this into one big vorbis file. After that all that's left is to
implement some code to seek the right spot to play.
A useful side-effect is that people interested in the
actual samples can just drag the resulting file into
winamp and play.
--- Resampling issue:
As I've come to understand it certain Lucasarts games
use a strange frequency of 11111Hz instead of the usual
11025. When fed to vorbis, vorbis resamples and
encodes, and appearantly vorbis isn't very good at
resampling. 2 solutions present themselves:
1/ Use some other resampler before feeding the file to
vorbis, Im sure there's opensource stuff out there.
2/ (my preferred solution). Just force/fake and write the
temporary wav files as being 11025Hz. The result is that
the samples will be played back sliiightly slower (0.7%)
but unless this gives unfixable timing problems in the
game I very strongly doubt anyone will notice. (or just
make it optional, so the purists can choose to resample
and lose a ton of quality :) )
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