gildororonar at mail-on.us
2013-Mar-06 03:43 UTC
[ogg-dev] can you suggest on extending ogg as short-clip container and the make of its tool?
Hello. I am thinking of developing a tool for computer game makers, enabling them using an ogg file to hold a collection of very short context audio clips. I am looking for suggestion on usefulness of the tool once it is made, and its design. By "very short context audio" I mean the audio clips that usually is the response to a mouse-click or key press. e.g. a clicking sound, a gun shot, sound of a punch, sound of a door opening. Longer audio like opening music and background music can reasonablly have files of their own, but such very short context clips, most of them less than one second, only chokes file systems. I am considerin to design for this workflow: To prepare the file: 1. the computer game makers record each short clip on a file of its own, in raw codec bitstream. 2. they can then use a book-binder tool, which encloses each clip in an ogg page of audio, enclose each clip's file name in an ogg page of subtitle, and concatenates them altogether. The resulting ogg file may contain thousands of clips in one ogg file, when opened directly, is a long audio with subtitles being each clip's file name To use the file: The file can be fast bisection sought on clip name (stored as subtitle). Once clip name is located, its next page must be its audio. Feasibility: An ogg page is usually 4-8kB, as I tested corresponds to 1 to 2 seconds opus audio. Ogg page maxes at 64kB, equivilent to 11 seconds, enough to hold longest context audio clip of most games, and having multiple pages corresponding to one subtitle piece is okay with the design too. -- The tool can be something like this: $ oggz binder --page-size=32kB --codec opus clip1.raw clip2.raw ... > clips.ogg I have two more specific questions: 1. Is it better to design a tool that only handle bookbinding of raw audios, and let oggz-merge to merge the subtitle (file-names) into it? This fits the one-tool-does-one-thing-only idea, but I am afraid made things unnecessarily complicated. 2. Are there other USE CASES of this tool? If you can name other typical use cases, the tool-smith should consider making the tool more suitable for multiple purposes, adding re-use value, and this better be thought before making the tool. Best regards! Gildor Oronar ------------------------------------------------- VFEmail.net - http://www.vfemail.net $14.95 ONETIME Lifetime accounts with Privacy Features! 15GB disk! No bandwidth quotas! Commercial and Bulk Mail Options!
Benjamin Schwartz
2013-Mar-06 06:19 UTC
[ogg-dev] can you suggest on extending ogg as short-clip container and the make of its tool?
On Tue, Mar 5, 2013 at 7:43 PM, <gildororonar at mail-on.us> wrote:> very short context clips, most of them less than one > second, only chokes file systems. >I'm not sure how you reached this conclusion, but I think you should revisit it. I think everyone, including you, will be a lot happier if you store each sound effect clip in its own file. This is a common practice for sound effects and samples in ogg. If you have many thousands of sound effects clips (unlikely), you may need to separate them into different subdirectories for filesystem performance reasons, but that is still going to be a better solution than concatenating them. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://lists.xiph.org/pipermail/ogg-dev/attachments/20130305/aa55dc8e/attachment.htm
gildororonar at mail-on.us
2013-Mar-06 10:26 UTC
[ogg-dev] can you suggest on extending ogg as short-clip container and the make of its tool?
Quoting "Benjamin Schwartz" <ben at bemasc.net>:> > I'm not sure how you reached this conclusion, but I think you should > revisit it. I think everyone, including you, will be a lot happier if you > store each sound effect clip in its own file. This is a common practice > for sound effects and samples in ogg.No it is not a common practise. In fact I fail to find a single computer game using separate file for each context / sound effect short clips. I will start naming a few that I studied in the last a few days. Samurai Sprit PC edition, Fallout 3 and Skyrim, L.A. Norie. Most common practise is to enclose them in something indexable. For example, lots of Bethesda games uses an container format (seems non-compressing) they invented themselves, called ".bsa". I'd like to say using each game vendor's own archive format is more likely the standard practise. There are a few strong reasons to do it: the clips are often as short as 4kB, in a 64kB cluster file system it is a waste of more than 90% space. If they are installed on FAT32 the FS chokes more. Your suggests in a strong voice, how are you going to back that up? Best regards ------------------------------------------------- VFEmail.net - http://www.vfemail.net $14.95 ONETIME Lifetime accounts with Privacy Features! 15GB disk! No bandwidth quotas! Commercial and Bulk Mail Options!
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