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Скачать или смотреть No Game Engine Game Dev: Word Sleuth 100: Last touches on Playlist, then compressing audio data

  • The Discourager of Hesitancy
  • 2024-12-16
  • 102
No Game Engine Game Dev: Word Sleuth 100: Last touches on Playlist, then compressing audio data
ProgrammingC++OpenGLGameAudioPCMMu-LawEncoding
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Описание к видео No Game Engine Game Dev: Word Sleuth 100: Last touches on Playlist, then compressing audio data

Streamed on 2024-12-16 (  / thediscouragerofhesitancy  )

Game Engines are for sissies!

Today we started out by tidying up the last couple of loose ends on Playlists left over from last week. The easiest was when combining Playlists together to not add songs that are already included. That was a simple test. The other thing was a crash during destruction of the Playlist. It took a bit to track down, but it turned out to be a "delete" of an array instead of "delete[]". I really would have expected more compiler or debugger warnings around that area.

Now it is time to turn our attention to space optimization. I added some statistics tracking to EmbedWAVs which takes a .wav file and embeds the raw audio data in my code base. We measured the variance between the left and right data channels of all the audio files. The variance is very small, so I decided to get rid of the second channel of data, shrinking our size by a factor of 2.

Then I implemented mu-law encoding. It takes a 16 bit PCM sample and returns a logarithmically scaled byte. There was a bit of fiddling around with a bad algorithm, so we hunted a new one. The new one worked much better, so that saves us another factor of 2 on our space. However, it doesn't sound very good on some sounds. I brainstormed some other ideas, but haven't found one I like, so maybe a hybrid approach is needed. Or maybe we are stuck with 16 bit PCM. We'll continue this investigation tomorrow.

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