Am 04.11.2010 18:17, schrieb Nils Wallménius:
On Thu, Nov 4, 2010 at 6:08 PM, Thomas Martitz
<thomas.mart...@student.htw-berlin.de>  wrote:
The codec buffer is bigger than the plugin buffer, doesn't the plugin buffer
limit it even more?
Plugins can capture the audio buffer though.

Hi.
I had a look at the mikmod codec a bit over a year ago. I'll assume here that not a lot of its internal workings has changed since then. I looked at the currently used mod codec as well. The memory requirements really are the only issue imho. The current mod codec mostly uses the filebuffer to read the necessary samples from iirc and mixes directly from there bypassing the codec memory. So it will be able to handle vastly bigger modules than
mikmod does even if it is limited to the mod format.

The mikmods codec bin size, combined with its insistence of 16 bit samples in memory, uncompressing of compressed samples, having a bloated internal pattern format and an internal 32bit mixing buffer plus a 16 bit downmixing buffer usually fails to load and play anything thats bigger than 250kb. Which is enough for the really old stuff, for which the mod codec usually already sufficed. For S3M and IT you run into memory based limitations fast. If you applied the way the currently used mod codec uses the filebuffer, extent the mikmod mixer to work with 8bit samples as well, only converting the samples it absolutely has too, see if we can do without the 32bit mixing buffer and maybe condense its own pattern format to something more compact it would become a lot more usefull. You could also think about splitting it into 2 or 3 codecs instead of 1 and see if that would gain you any significant memory left from lowered binsize to use for more samples, but i dont think that will be worth it.

Personally i was looking for something that would be able to play the Unreal S3M/IT/XM2 stuff. Mikmod would need at least 2MB to do that somewhat reliably at the rate it spews memory left and right. Using it as a codec 'as is' wouldnt break anything as long the current mod codec stays the default for '.mod', but dont expect a lot of mikmod on low memory targets. It needs a lot of memory which rockbox doesnt readily provide.

Greetings
    Michael König

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