SoX 与 OpenAL 性能/开销

发布于 2024-10-08 12:36:58 字数 89 浏览 3 评论 0原文

两者都有 C 语言的绑定,都可以播放各种格式。

哪一个更优越呢?在简单性、性能、开销和内存占用方面。

另外,哪一个更适合处理多个流?

Both has bindings for C, both can play various formats.

Which one is more superior? in terms of simplicity, performance, overhead and memory footprint.

Also which one is better at handling multiple streams?

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肩上的翅膀 2024-10-15 12:36:58

我没有使用其中任何一个进行编程,但我相信 OpenAL 的设计目的是为游戏渲染和输出多通道音频,并以实时性能为要求。

libSoX 更多的是用于音频文件的输入和输出,以及格式转换。有很多插件,但据我所知,它并不是为实时音频输出而设计的。不过,使用起来似乎要简单得多。

您可能还想查看 libsndfile

你到底想做什么?

I have not programmed with either of those, but I believe that OpenAL has been designed to render and output multiple-channel audio for games, with real-time performance as a requirement.

libSoX is more for input and output from audio files, as well as for format conversions. There are lots of plugins but AFAIK it has not been designed for real-time audio output. It seems significantly simpler to use, though.

You might also want to have a look at libsndfile.

What exactly is it that you want to do?

或十年 2024-10-15 12:36:58

虽然我从未使用过 OpenAL,但我听说过很多关于它的坏话,这使得它听起来不专业,基本上是一个死胡同。来自维基百科:

OpenAL 最初由 Loki Software 开发,旨在帮助他们将 Windows 游戏移植到 Linux 上。 Loki 消亡后,该项目由自由软件/开源社区维护了一段时间,并在 NVIDIA nForce 声卡和主板上实现。它现在由 Creative Technology 托管(并主要开发),并得到 Apple、Blue Ripple Sound 和自由软件/开源爱好者的持续支持。

虽然 OpenAL 章程规定将会有一个以 OpenGL ARB 为模型的“架构审查委员会”(ARB),但目前还没有形成这样的组织,并且 OpenAL 规范通常通过其公共邮件列表上的电子邮件进行处理和讨论.

自 1.1 起,Creative 的实现已变为专有,最新版本的免费许可证仍可通过项目的颠覆进行访问。然而,OpenAL Soft 是一种广泛使用的开源替代方案。

还有一个问题是它会扰乱调用应用程序的状态;我相信仅仅链接它就会导致一些全局构造函数在调用 main 之前运行,从而改变程序的初始环境,并破坏一些程序(也许是 MPlayer?)。我不清楚这个问题是否已经得到解决,但它尖叫着糟糕的图书馆,我对是否相信历史上包含此类滥用行为的图书馆持怀疑态度。

While I have never used OpenAL, I've heard a lot of bad things about it that make it sound unprofessional and basically a dead end. From Wikipedia:

OpenAL was originally developed by Loki Software in order to help them in their business of porting Windows games to Linux. After the demise of Loki, the project was maintained for a time by the free software/open source community, and implemented on NVIDIA nForce sound cards and motherboards. It is now hosted (and largely developed) by Creative Technology with on-going support from Apple, Blue Ripple Sound, and free software/open source enthusiasts.

While the OpenAL charter says that there will be an "Architecture Review Board" (ARB) modeled on the OpenGL ARB, no such organization has ever been formed and the OpenAL specification is generally handled and discussed via email on its public mailing list.

Since 1.1, the implementation by Creative has turned proprietary, with the last releases in free licenses still accessible through the project's subversion. However, OpenAL Soft is a widespread Open Source alternative.

There was also an issue with it messing up the state of the calling application; I believe just linking it caused some global constructors to run before the invocation of main in a way that altered the program's initial environment, and broke some programs (MPlayer perhaps?). It's unclear to me whether this issue was ever fixed, but it screams bad library and I would be skeptical of ever trusting a library historically contained such abuses.

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