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  jorbis ogg decoding performance?  (Read 2185 times)
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Offline Aramaz

Junior Member




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« Posted 2005-09-07 10:23:50 »

I am making a fast paced multiplayer space shooter... A friend is going to compose some music, and from browsing around the forum abit ogg seems to be the format of choice.

My friend is concerned that it might steal to much cpu cycles to decode ogg so that midi might be to prefer. Are there any performance issues using jorbis to decode on a really fast paced action game (2d graphics - using lwjgl for rendering). (most people with up to date graphics cards get 200 fps in the game now... so it runs really smooth... don't want to lose any smoothness...  :-) ).

If there is (noting that Jorbis is pure java) is there some other alternative for decoding... such as something calling native code?

Also any gc interrupts would be unacceptable.

thanx for your time...

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Offline Riven
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« Reply #1 - Posted 2005-09-07 15:37:17 »

"I came, profiled and conquered."

Basicly: everything your're going to add to the game will reduce performance.

The question is: is it significant?
The answer is: profile it.

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Offline tom
« Reply #2 - Posted 2005-09-07 15:46:18 »

In Undead Arena, a lwjgl game, the fps drops from 110 to 105 when streaming a ogg in the background. This is on a AMD 1800. No garbage is created.

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Offline Aramaz

Junior Member




Java Games Rock!


« Reply #3 - Posted 2005-09-07 18:40:54 »

tom.. ok, that sounds good.

Riven... just wanted a quick answer so I could pass it on to my friend so he can start with the music. But of course I should but in some song in the game and try it out. I'll do that now... but if it didn't make that much difference on Undead Arena I'm sure it will be fine in my game too...

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