RE: [email] Re: Video codecs

"Remy Saville" <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
It can be read from the same stream, but we didn't use the DivX audio
system so I'm not sure how it would work if you skip ahead.


-----Original Message-----
From: Alen Ladavac [mailto:[email protected]] 
Sent: February 13, 2004 1:52 AM
To: [email protected]
Subject: Re: [email] Re: [GD-General] Video codecs


I see... Is the sound read from the same stream as video? How do they
synchronize if you need to go ahead and pick more sound, but skip video?
I wouldn't like to spend too much memory on video decoding buffers... I
remember having quite some problems with that with WMV on Xbox.

Thanks,
Alen


----- Original Message -----
From: "Remy Saville" <[email protected]>
To: <[email protected]>
Sent: Thursday, February 12, 2004 17:05
Subject: RE: [email] Re: [GD-General] Video codecs


Yep, they give you a pair of dlls.  Their SDK has a NextFrame function,
but we used their function that decodes the frame for a given time. This
allowed us to use our audio engine to drive the sound and then sync the
video to the sound exactly regardless of any interruptions that often
occur on windows.



-----Original Message-----
From: Alen Ladavac [mailto:[email protected]]
Sent: February 11, 2004 11:37 PM
To: [email protected]
Subject: Re: [email] Re: [GD-General] Video codecs


Remy,

>customized version where you install the codec with the game, not into 
>windows.  This prevents users from installing DivX x.y.broken version 
>in windows and breaking your game.  If you can install the game you can

Hm, I wasn't even expecting anything like installing a codec into
Windows at all... Do they have something like a dll that you can load
and use to decode files in a DecodeNextFrame() manner?

Thanks,
Alen



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