App Size limit of 10 megs

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Joined: 2009.03
Post: #16
Yeah I have audacity. Its not compressing it on my end that im wondering about. Its when I supply the compressed audio file i have to uncompress it back to wav or aif on the user device so that i can play it at the same time as the musiic. Thats the problem part.
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Post: #17
Right, I'd use ogg/vorbis to decompress to pcm data in memory on load and then pass that to OpenAL.
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Posts: 87
Joined: 2006.08
Post: #18
So, it turns out that my suggestion about gzipping app resources isn't really useful: The .ipa files that iTunes distributes are already zipped, so your uncompressed app might be significantly larger than 10MB, and yet still fall under this limit.
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Post: #19
AnotherJake Wrote:Right, I'd use ogg/vorbis to decompress to pcm data in memory on load and then pass that to OpenAL.

Any suggestions on how to do this? Is the site:

http://xiph.org/vorbis/doc/

the best place to start?
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Post: #20
Madrayken Wrote:Any suggestions on how to do this? Is the site:

http://xiph.org/vorbis/doc/

the best place to start?

Yeah, the official docs are always a good place to start. You might find some sample code from some of the members here, particularly if you look into old contest code. I seem to recall that ThemsAllTook's WaterTower decompresses everything from ogg and passes it to OpenAL, so that might be worth tracking down.
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Post: #21
AnotherJake Wrote:I seem to recall that ThemsAllTook's WaterTower decompresses everything from ogg and passes it to OpenAL, so that might be worth tracking down.

Water Tower 3D does. Most of the code's in pretty bad shape, but maybe you can pull something useful out of the audio section... http://sacredsoftware.net/software/water...rce.tar.gz
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Post: #22
Thankyou, Thems. I'll have a peek.
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