View Full Version : oggmux development: adding "delay"
primitive
14th September 2002, 18:56
I am too lazy to reencode my audio files for a movie for a longer delay, so I want to modify oggmux to do it for me.
@Koepi
-is delay functionality already included in the ogg dshow filters, or would that have to be added as well?
-what tool do you use to use to build oggmux?
Koepi
14th September 2002, 19:20
a) you have to switch to dshow timeline to build the filtergraph. someone already tried it without success. Have fun, you'll have a hard time with it, I promise.
b) vs98
Good luck and thanks for offering help!
Regards,
Koepi
Dark-Cracker
14th September 2002, 20:48
hi,
give a shot of the new tobia's ogg directshow v0.9.9.3
bye.
Ps: try to add the possibility to adjust audio stream lenght to the movie stream lenght (only if u could find time :) )
bye.
primitive
14th September 2002, 21:09
I guess then that it won't be good that neither used VC++ nor hacked dshow before ;)
I'd appreciate it if you could give me any information you have about the previous faulire; it'll help me from making the same mistake(s).
Sigmatador
15th September 2002, 01:09
Sig's stupid idea of the day :D :
You need a delay of 300ms:
Why not generate 300ms of a blank vorbis stream, join it with your audio file and then mux it.
(if blank vorbis streams are very very small i hope)
well I understand it is less "clean" than switching the directshow timeline but it's more easy (you can use it until you code a real delay feature)
quick test: 2 secondes - 44100hz --> 4,30ko in vorbis format
Koepi
15th September 2002, 07:44
Why not using besweet's simple options to manage the delay? I've no problems with that so far - and it is far more reliable than f****d up M$ DShow framework.
Koepi
Sigmatador
15th September 2002, 12:07
maybe he forgot setting de delay option and doesn't want to reencode his audio file
primitive
15th September 2002, 19:52
Originally posted by Sigmatador
maybe he forgot setting de delay option and doesn't want to reencode his audio file
Exactly.
The problem right now for me is that there's no easy way to get a vorbis stream synched if it's unsynched. My Nandub build with vorbis support crashes big-time when I load a Vorbis 1.0 file into it, and re-encoding is a pain in the ass.
On my particular rig, remuxing the file with various offsets is much faster compared to reencoding the vorbis stream, testing sync, reencoding the vorbis stream, testing sync again, etc, etc.
Koepi
16th September 2002, 13:11
You have to replace the vorbis dlls in the nandub dir with the actual ones from the vorbis-site (i think they're in the SDK).
Regards,
Koepi
sherpya
16th September 2002, 15:42
Even replacing dlls nandub won't work with ogg vorbis audio, I've looked into sources and nando was trying to put ogg vorbis in avi like mp3 vbr
Look here:
wfext->Format.wFormatTag = 0xFFFE; // WAVE_FORMAT_EXTENSIBLE
wfext->Format.nChannels = vi.channels;
wfext->Format.nSamplesPerSec = vi.rate;
wfext->Format.nAvgBytesPerSec = 176400;
wfext->Format.nBlockAlign = 600; // ahem, testing...
wfext->Format.wBitsPerSample = 0;
wfext->Format.cbSize = sizeof(WAVEFORMATEXTENSIBLE)
Look at the comment of BlockAlign Settings... For mp3 vbr has used 1152 for vorbis a "600, ahem testing".
Avi made with nandub with ogg audio have no audio at all for me.
primitive
16th September 2002, 18:27
From what little I'm able to understand about timelines in dshow, and from scanning the example timeline source, it looks like to get timelining to work the entire oggmux application would have to be rebuilt from the ground up to support timelines; in this case, adding a delay would be easy, but rebuilding the application would be hard, and I'm looking at the hell of a learning curve considering I'm using VC++ for the first time.
@Koepi
Any special build considerations for oggmux? I'm getting compile-time errors about a missing file (resource.hm) that a) I'm too noobish to realize where to find, or b) didn't come with the source distribution.
*edit*
Upon bothering to read the actual source, the resource.hm that it's missing is referenced by some file that was auto-generated by your build-environment, Koepi. Now I know I'm waaaaay out of my element (I <3 Java), but I'm willing to hack at this.
sherpya
16th September 2002, 19:14
I've yet tried this. The problem is that TimeLine objects are "blackboxed" and I can't get a timeline source without a decompressor connected on it.
The graph wont build if you don't have a "glue" filter
(I use ffdshow with raw codec selected).
I will attach my simple test, so you can see what happens into graphedit
sherpya
16th September 2002, 19:21
Originally posted by primitive
Upon bothering to read the actual source, the resource.hm that it's missing is referenced by some file that was auto-generated by your build-environment, Koepi. Now I know I'm waaaaay out of my element (I <3 Java), but I'm willing to hack at this.
Download the previous source of oggmux and take the file from it
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