« Return to Thread: Streaming audio data segments vs. uploading entire sound at once

Re: Streaming audio data segments vs. uploading entire sound at once

by mikfig :: Rate this Message:

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>> I have a question inspired by qartar's problem with streaming to the
>> buffers. I was wondering what kind of performance benefits might result
>> from streaming blocks of data rather than uploading the entire sound file.
>> In what cases might such a solution have great benefit and in what
>> situations might it just be useless?

> Streaming is mostly helpful for when the sound is large (at least a few
> megabytes uncompressed), since it doesn't have to hold the whole uncompressed
> file in memory, or read/decompress the whole file at once before playback can
> start. Hardware devices can have memory restrictions, too.

> Some implementations may also have restrictions that can cause integer
> overflows.. eg. if the current position of a sound is tracked using a 22.10
> fixed-point integer, that only leaves 22 bits to represent the whole-sample
> position. 22 bits can hold a value up to 4,194,304, so a buffer that has more
> than a couple million samples may risk having the position value overflow and
> wrap around back to 0 before it can finish.. or the end point itself can wrap
> around, so only part of the beginning is played before stopping.

> Shorter sounds won't really benefit from streaming though, and may actually be
> a detriment, if the overhead of buffer queues and such are more costly than
> simply loading it all at once. Streaming is also detrimental because the
> buffers can't be as easily reused and shared among multiple sources.

> IMO, most regular sound effects would be better not streamed, so they can be
> cached in an OpenAL buffer for quick reuse. Music and long dialog may be
> better streamed, since they're going to be larger and more unique (they won't
> be reused as often for caching to be any real benefit).

Thanks :D, just the kind of answer I was looking for.

-Mikfig

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