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  [Solved] Storing OGG data in a serialized object to speed up load time  (Read 8438 times)
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Offline CopyableCougar4

Senior Member


Medals: 8
Exp: 1 year



« Posted 2014-07-26 22:51:42 »

Hi

Summary
I currently have an implementation of Slick2D's OpenAL code in my project to load sound, along with a few small classes to simplify the process of playing a sound. When the application loads, there is a loading screen where all textures are pre-loaded. I was trying to make it so this screen would also load OGG files so that when the main menu appeared, the game resources would all be 100% loaded. Before, the main menu would appear but the sole sound file was still being decoded. I timed the sound loading process, and it took a grand total of 250ms just to decode it and 500ms in the overall process using Slick2D's AudioLoader class.

Slick2D sound implementation
I took the Slick2D OpenAL code out and trimmed it down to just support OGG files.

Possible Solution
I decided that I could speed up the process by decoding the ogg files beforehand into a bytebuffer (with Slick2D decoding) and then put the data in a byte array which would be serialized in a small class that would for sure not change in the future. However, the resource still takes too long to load into OpenAL.

I was hoping someone could help me speed up the time Slick2D takes to load sound files or point out my mistakes or bad ideas so that I can get the sound loading trimmed down from 250-500ms to (ideally) 40-50ms.

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline CopyableCougar4

Senior Member


Medals: 8
Exp: 1 year



« Reply #1 - Posted 2014-07-27 16:02:47 »

Well I found my error... I was being stupid and restarting the loading cycle each frame. When I tested my current solution I got OGG file loading from 250ms to 6-7ms Smiley

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
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