Speaking of portability and people more familiar with SDL: The reason we have two example players for theora is that monty wrote the original example around the OSS audio interface used on several free unix-like operating systems, which immediately excludes win32 and MacOS, even though it used SDL to display the frames. SDL also has audio support, and is quite widely ported. splayer replaces the OSS audio interface with the PortAudio(.com) library, which aims to be crossplatform, and somewhat uniquely offers latency reporting which greatly simplifies sync calculations. Unfortunately portaudio isn't widely installed, is big, and isn't being maintained very actively. So it's not may favorite dependency, and adds quite a bit to sdk sizes without making the splayer source any more familiar to developers. Does anyone know why monty's audio sync hack for OSS wouldn't work (about) as well with SDL audio buffers? I guess there might be more latency overall, but the library is designed for game use so playback trigger should be responsive; it's just about tracking the audio clock. Can we switch player_example to just use SDL? -r
On 06/01/2005, at 6:21 AM, Ralph Giles wrote:> Does anyone know why monty's audio sync hack for OSS wouldn't work > (about) as well with SDL audio buffers? I guess there might be more > latency overall, but the library is designed for game use so playback > trigger should be responsive; it's just about tracking the audio clock. > > Can we switch player_example to just use SDL?I haven't looked at the code for player_example at all, but it should be pretty easy; the SDL audio API is very simple, and PortAudio's callback-driven audio output is the same model that SDL uses. I've got far too many other tasks to do to get this done in the next few weeks, but if it's not done by the time I get around to updating the Windows projects, I'll take a look at it. -- : Andr? Pang (x4180) : Software Engineer, Networked Media : CeNTIE
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