Re: Calibrating Buffer Size and Count
Kip Warner <[email protected]>
| Newsgroups | gmane.comp.lib.openal |
|---|---|
| Message-ID | <[email protected]> |
On Sun, 2010-05-30 at 13:09 -0700, Chris Robinson wrote: > On Sunday, May 30, 2010 12:39:40 pm Kip Warner wrote: > > For audio effects, probably 48 KHz files will be used. For music, they > > may end up being 96 KHz / 24-bit. > > FWIW, I'd imagine most games use 44.1khz, or possibly 48khz, for music, and > either 22khz or 44.1khz for sound effects (16-bit for each). There's nothing > really wrong with using more, though, as long as you're okay with the > increased memory use. > > Also be aware that OpenAL doesn't support 24-bit samples. They would need to > be converted on load to 32-bit float for use with the AL_EXT_FLOAT32 > extension, or else convert to 16-bit. > > > Do you recommend having the sole > > configurable aspect being the total length of the entire buffer queue > > for a source? That way a user can select 500 ms, 1s, 2s, etc. for their > > machine and it can automatically calculate the size of each buffer > > required, given the number of hard coded buffers, bit rate, frequency, > > channels, etc.. > > I'd recommend that any hard-coded buffer size be specified using sample > frames, so it can increase with higher-resolution samples (eg. multiply by 2 > for 16-bit mono, and 8 for 32-bit float stereo). But beyond that, increasing > the number of buffers for higher sample rates should be fine. eg: > > BufferBytes = 16384 * (channels*bitspersample/8); > BufferCount = max(4*samplerate/44100, 2); > > So that rates above 44.1khz will use more buffers to keep from running out too > fast (and rates below will use less, but you'll need at least two regardless). > > > Very helpful and thank you. You're very knowledgeable and this is > > helping greatly as I finish up the audio component of the engine design > > for my game (https://www.avaneya.com). Actually, when the design is > > done, it would be really helpful if you were able to take a moment and > > look at just the AudioManager's UML. > > You're welcome. And I can take a look at it when it's done, sure. :) > Thanks a lot for your help! -- Kip Warner -- Software Engineer OpenPGP encrypted/signed mail preferred http://www.thevertigo.com _______________________________________________ Openal mailing list [email protected] http://opensource.creative.com/mailman/listinfo/openal
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