search for: kirkgames

Displaying 8 results from an estimated 8 matches for "kirkgames".

2006 Dec 11
6
Sampling Rate
...cut it by almost half using VBR quality 2. (The loss of quality will be noticible to most people using headsets. It is less noticible when using speakers.) For further bandwidth savings you could use 8kHz, but it's too much of a quality hit to be worth it in my opinion. Tom <khaynes@kirkgames.com> wrote: > > Hi, > > I'm attempting to use speex for voice chat in my game. > > I'm capturing audio from the mic using OpenAL 1.1 in 16 bit mono. What > sample rate is recommended for capturing from the mic? Which would be > better: 11025 samples per secon...
2006 Dec 13
0
sanity check
...c directory. If those work, then maybe you can spot what you're doing wrong. You can also try changing one thing at a time to make them closer to how your code works, or vice versa. For example, encoding from shorts vs. floats, or how you use the speex_bits_* functions. Tom <khaynes@kirkgames.com> wrote: > > It's working, and it's marginally intelligible, but not usable, so I > thought I'd post a message to make sure I'm still sane. > > I have the app capturing from the mic at 16kHz. I'm using 3200 byte > buffers to read the captured data, wh...
2006 Dec 13
0
Sampling Rate
...ality 2. (The loss of quality will be noticible to most > people using headsets. It is less noticible when using speakers.) > For further bandwidth savings you could use 8kHz, but it's too much > of a quality hit to be worth it in my opinion. > > Tom > > <khaynes@kirkgames.com> wrote: >> Hi, >> >> I'm attempting to use speex for voice chat in my game. >> >> I'm capturing audio from the mic using OpenAL 1.1 in 16 bit mono. What >> sample rate is recommended for capturing from the mic? Which would be >> better: 110...
2006 Dec 11
1
Sampling Rate
...denoising is a must. Then there's VAD, AGC, perceptual enhancement, PLC, and so on. For frame size, take a look at section 5.1 of the Speex manual ("Encoding"). It tells you how to determine the correct frame size programmatically for the mode you're using. Tom <khaynes@kirkgames.com> wrote: > > It seems that I only have the following values available for sampling from > the mic. > > "The value must be 8000, 11025, 22050, 32000, 44100, or 48000" > > Which leaves 8000 and 32000 for use with speex. I think since this is a game > and n...
2006 Dec 11
1
Sampling Rate
...library will perform any arbitrary conversion for you as well (for example 44.1->16), not just simple ones like 32->16. Hope this helps! Cheers, David Hogan > -----Original Message----- > From: speex-dev-bounces@xiph.org > [mailto:speex-dev-bounces@xiph.org] On Behalf Of khaynes@kirkgames.com > Sent: Tuesday, 12 December 2006 10:11 AM > To: speex-dev@xiph.org > Subject: Re: [Speex-dev] Sampling Rate > > It seems that I only have the following values available for > sampling from > the mic. > > "The value must be 8000, 11025, 22050, 32000, 44100, o...
2006 Dec 11
1
Sampling Rate
...well (for example 44.1->16), > not just simple ones like 32->16. > > Hope this helps! > > Cheers, > David Hogan > > > -----Original Message----- > > From: speex-dev-bounces@xiph.org > > [mailto:speex-dev-bounces@xiph.org] On Behalf Of > khaynes@kirkgames.com > > Sent: Tuesday, 12 December 2006 10:11 AM > > To: speex-dev@xiph.org > > Subject: Re: [Speex-dev] Sampling Rate > > > > It seems that I only have the following values available for > > sampling from > > the mic. > > > > "The valu...
2006 Dec 11
0
Sampling Rate
It seems that I only have the following values available for sampling from the mic. "The value must be 8000, 11025, 22050, 32000, 44100, or 48000" Which leaves 8000 and 32000 for use with speex. I think since this is a game and not a voice application, I'm stuck using the 8kHz rate. What speex setting would you recommend I use for the best quality/performace, what frame size
2006 Dec 12
0
sanity check
It's working, and it's marginally intelligible, but not usable, so I thought I'd post a message to make sure I'm still sane. I have the app capturing from the mic at 16kHz. I'm using 3200 byte buffers to read the captured data, which is 100 ms of 16 bit sample data at 16kHz. (1600 samples) When I pass this data unaltered to the playback stream it plays fine with maybe 200 ms