[wdmaudiodev] Re: Audio Video Sincronization

  • From: Bipin Mistry <bpnmistry@xxxxxxxxx>
  • To: wdmaudiodev@xxxxxxxxxxxxx
  • Date: Wed, 1 Feb 2006 21:41:04 +0530

hello,

This would have helped me if I was recording the Audio...
But here seen is I am using 3rd party dll provided by end user which gives
me audio files as output... (no source code or any document on
architeacture for this dll is available)

So I have to play my game on the output files generated for every user by
3rd party dll.
And that too once 3rd party dll has completed his task.

My scope of game is
1 mixing these output files and creating single wave file.
2.single wave file to be merged with video.

So if group members can provide me codeing logic or technic how can I
stretch the play time of any wav file then it can work out for me within the
scope i explained above.

thanks
Bipin Mistry.

On 2/1/06, Robert Bielik <robert.bielik@xxxxxxx> wrote:
>
> Could you not try to output the same audio frame a couple of times
> according to pseudo algo:
>
> For each audio frame:
>
> if (audioFrameEnergy < silenceThreshold) // Would help make it less
> noticable
> {
>        if (video lags audio by x ms)
>        {
>                run last audio frame again;
>        }
>
>        if (audio lags video by x ms)
>        {
>                drop an audio frame;
>        }
> }
>
> That way audio should keep up, but I don't know if that's good enough for
> you.
>
> /R
>
> On Wed, 1 Feb 2006 19:15:27 +0530, Bipin Mistry <bpnmistry@xxxxxxxxx>
> wrote:
>
> >
> > I have gone through various groups and discussions...
> > Where by "Time Stretching" technic was supposed to be the solution.
> > But no such Logic or the Algo.. or the Source Code that explains how it
> > can
> > be executed was found on the net till yet.
> >
> > Any help towards any of these areas will be gr8 help to me..
> >
> > Thanks
> > Bipin Mistry
> >
> >
> >> --
> >> Tim Roberts, timr@xxxxxxxxx
> >> Providenza & Boekelheide, Inc.
> >>
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