Re: OGG loads as a naked file, but not if embedded in an IFF.
[email protected] Tue, 17 Dec 2013 01:36:56 +0000 (UTC)
| Newsgroups | gmane.comp.multimedia.ogg.vorbis.devel |
|---|---|
| Message-ID | <[email protected]> |
On Tue, 17 Dec 2013, Conrad Parker wrote: > > 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? I'm not familiar with those. -- David Griffith [email protected] _______________________________________________ Vorbis-dev mailing list [email protected] http://lists.xiph.org/mailman/listinfo/vorbis-dev