[Implemented] MP3 Support

Feature requests that have been implemented or discarded.

MP3 Support

Postby roy5050 » 02 Aug 2002 15:01

Does Beta 114/VaVoom 113 handle MP3--<br>if not when will VaVoom handle MP3 music.<br><br>Will it be possible to translate Playlist.DDF<br>the MP3 playlist used by Edge into a format<br>that VaVoom can understand.<br><br>Does openAL handle MP3s or just 3d Sfx.<br><br>What library are you planning on using for<br>MP3 support & have you started adding it<br>into VaVoom yet.<br><br>Thanks.
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Re: MP3 Support

Postby Janis Legzdinsh » 03 Aug 2002 03:19

Does Beta 114/VaVoom 113 handle MP3 -- if not when will VaVoom handle MP3 music.
<br>No, it doesn't. And actually I'm planing to support Ogg Vorbis format, which is better than MP3. MP3 support possibly also will be here.<br><br>
Will it be possible to translate Playlist.DDF the MP3 playlist used by Edge into a format that VaVoom can understand.
<br>There should be no problems.<br><br>
Does openAL handle MP3s or just 3d Sfx.
<br>OpenAL has buffer queues, and streaming is just one of the possible uses of them.<br><br>
What library are you planning on using for MP3 support & have you started adding it into VaVoom yet.
<br>I haven't started anything and I don't know what format I will use.<br>
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Re: MP3 Support

Postby moose » 03 Aug 2002 22:15

I've only come accross OGG files once befor and that was the sound and music for DN:MP, so adding MP3 support would be more handy at the moment.
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Re: MP3 Support

Postby JinnaiGuy » 05 Aug 2002 16:47

I've added MP3 support as a hack for my personal Vavoom project.  It's a very simple implementation using the mostly external FMOD free sound library, with a few program "hop-arounds" Janis' code.<br><br>I do call it a hack because it requires MP3's in a /basev/[game]/mp3 directory, relative to the executable, and it's loaded by a simple file check that effectively overrides the WAD entry; that is, it first looks to see if the physical [resource].MP3 file exists, and if not, proceeds with the basic tests.<br><br>Example, Console Command Sent:<br><br>MUSIC PLAY D_RUNNIN<br><br>Does basev/doom2/mp3/D_RUNNIN.MP3 exist?<br><br>* Yes:<br>Load and play via FMOD stream functions<br><br>* No:<br>If in dev mode, look for archive files, otherwise scan WAD for D_RUNNIN...<br><br><br>And of course I added basic trip logic, when STOP or PLAY/LOOP commands are sent to stop either DirectMusic or FMOD, whichever is playing...<br><br>It actually works very nicely, is available multi-platform, and would be a simple addition if Janis isn't terribly interested in making a complicated MP3 support handler.
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Re: MP3 Support

Postby Janis Legzdinsh » 06 Aug 2002 04:29

moose: The main problem with MP3 is copyrights, while Ogg Vorbis is non-proprietary and patent-and-royalty-free. But since I'm not a guy who cares much about copyrights. ;D Vorbis isn't very popular because it's very new format, the final version was released in 19 july, i.e. some weeks ago. In a case you're interested, you can find more info here.<br><br>JinnaiGuy: I would like to see how you did it. maybe you could send me the changed files.<br><br>
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Re: MP3 Support

Postby JinnaiGuy » 06 Aug 2002 12:50

I'll just show you the changes.<br><br>[font=Fixedsys]#include <fmod.h> // Of course<br><br>[...]<br><br>// PRIVATE DATA DEFINITIONS ------------------------------------------------<br><br>static FSOUND_STREAM *MP3 = NULL;<br><br>[...]<br><br>//
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Re: MP3 Support

Postby roy5050 » 06 Aug 2002 15:06

Think About adding the mp3 code<br>to the next release of posting the files<br>needed to patch VaVoom on your web<br>site shortly their after.<br><br>Thanks a million!<br><br>
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Re: MP3 Support

Postby JinnaiGuy » 06 Aug 2002 16:30

Oop, I should note one thing; the "ResumeMP3" function only works half-heartedly; it starts the MP3 playback at the beginning again... I suppose this needs a function to return the point in the stream, and then be able to jump there again later... unless there's actualy Pause/Resume functions in FMOD.<br><br>I only downloaded it a few days ago, so I'm bound to find tons of goodies yet  ;)
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Re: MP3 Support

Postby Janis Legzdinsh » 07 Aug 2002 04:35

Thanks! It seams that adding MP3 won't be too hard. That is in Windows version. For DOS/Linux there's another MP3 library specially for Allegro. So possibly next version will have MP3 support.
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Re: MP3 Support

Postby SlayeR » 13 Aug 2002 11:43

How about modules support while your at it???  8) ;D
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Re: MP3 Support

Postby RambOrc » 13 Aug 2002 20:51

Another thing about MP3, doesn't it use a lot of CPU power? Also, how many hardware audio channels does it need?
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Re: MP3 Support

Postby moose » 13 Aug 2002 21:02

I'm seeing OGG lots now that I look for it I have over 100 .ogg on my PC and didn't even know it.<br><br>If you still want mp3s playing while you kill just copie them onto CD and use that instead, lots easyer for janis and if you use a CD player (not your CD rom) no extra CPU power taken.
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Re: MP3 Support

Postby Janis Legzdinsh » 14 Aug 2002 03:03

How about modules support while your at it???  8) ;D
<br>If you mean .dll files, I don't like it for 2 reasons: portability and security.<br>
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Re: MP3 Support

Postby Janis Legzdinsh » 14 Aug 2002 03:07

Another thing about MP3, doesn't it use a lot of CPU power?
<br>Of course decoding takes some CPU power, so decoder needs to be fast. <br><br>
Also, how many hardware audio channels does it need?
<br>Basicly it's a compressed wav file and is decompressed into wave data, so only one channel is needed.
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Re: MP3 Support

Postby SlayeR » 15 Aug 2002 21:21

[quote author=Janis Legzdinsh link=board=suggestion;num=1028264514;start=0#12 date=08/13/02 at 20:03:56]<br>If you mean .dll files, I don't like it for 2 reasons: portability and security.<br>[/quote]<br><br>No, I mean tracked modules (music), or mods for short.<br>http://www.modplug.com<br><br>ZDoom and Jdoom support mods, and I make them too ;)
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