Re: OGG loads as a naked file, but not if embedded in an IFF.
Conrad Parker <[email protected]> Tue, 17 Dec 2013 10:23:27 +1100
| Newsgroups | gmane.comp.multimedia.ogg.vorbis.devel |
|---|---|
| Message-ID | <CA+FqJiHz9X2ODXCw4aahmiOQWJJR4rMYv4HveqMmeEaQC9SHnw@mail.gmail.com> |
On 17 December 2013 09:53, <[email protected]> wrote: > On Tue, 17 Dec 2013, Conrad Parker wrote: > > On 17 December 2013 09:38, <[email protected]> wrote: >> On Tue, 17 Dec 2013, Conrad Parker wrote: >> >> I like libsndfile, but it's not designed to support >> Ogg-in-AIFF. If your >> game only needs to support these specific filetypes >> that you generate, one >> of which isn't supported by libsndfile, then perhaps >> there's no need to use >> libsndfile here. >> >> >> The Ogg files aren't in an AIFF, but an IFF container called Blorb. >> It looks like I have to use libsndfile anyhow. My code for loading >> AIFFs only works for 8-bit samples and I can't figure out how to get >> things to work for 16-bit AIFFs or how to adjust their volumes >> properly. >> >> >> Ah ok, yes libsndfile is great for loading AIFF but it probably doesn't >> yet >> have support for Blorb ;) >> > > I already have a library for parsing Blorb files. There is no need for > libsndfile to support it. A Blorb file contains AIFFs, MODs, and OGGs as > chunks. Generally what the Blorb library does is check the index chunk for > the sound clip desired and return a filepointer to the beginning of that > clip. It seems to me that it would make no difference to libsndfile if the > file pointer (well, handle) points to a naked file or a portion of a > container file (a Blorb file). This doesn't bother libsndfile if I'm > loading an AIFF the same way. right. Are you using libsndfile's virtual io functions for that? Conrad. _______________________________________________ Vorbis-dev mailing list [email protected] http://lists.xiph.org/mailman/listinfo/vorbis-dev