QOA Decoding: A tragic truth about speaker sound quality #2255
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I don't know what was the goal in trying to encode audio client-side with DFPWM, but it honestly does not make sense to me whatsoever. We should be able to play high-quality audio. Forcing it to be DFPWM client-side does literally nothing other than make the audio quality worse (it won't even reduce the network load because the high quality audio is already being sent through, or at least should be getting sent through). I would say we should be able to directly send .wav if we wanted to without any reduction in audio quality, at the expense of file size of course. I'm hoping I'm not misunderstanding this, but it seems to me that server-side has nothing to do with this (?) |
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I have been developing my own virtual file system library and built a music player ontop of it to stream DFPWM audio files from the web, here's the source code if you'd like to take a look: https://github.com/martandrMC/computercraft-cdn. However I was not satisfied with the sound quality of the codec so I went into writing a QOA decoder to get improved quality (but at a 3.2 times size increase).
Long story short, under my development environment, using CraftOS-PC, everything seemed correct and working, until I went to test it ingame. The quality was nowhere near what I expected from my tests. I went into the source code of the mod only to discover the speaker peripheral encodes the samples with DFPWM, the very codec that I wanted to supersede, before sending them over to the client.
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