diff options
author | bmdhacks <bmd@bmdhacks.com> | 2025-02-13 16:01:47 -0800 |
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committer | bmdhacks <bmd@bmdhacks.com> | 2025-02-15 14:37:57 -0800 |
commit | 4ece0d79210c0f0351c16a0611f40308ceb8efb0 (patch) | |
tree | 7f27a77ccc27cdf0486d45feb6aa5ca484474e84 /source/base/StarPackedAssetSource.cpp | |
parent | eedd20da00e873ae188634f5e9af4a2e9efe8607 (diff) |
Streaming Audio
Problem: The current implementation reads the entire sound file in to memory in order to play it.
For OGG background music, this uses 91 Megs of RAM by injesting all ogg songs as well as all
wav assets.
Solution: Change StarAudio to play the asset from a file handle and stream it off the disk.
This results in a massive savings of RAM and doesn't really affect audio quality unless you're
doing massive disk operations such as compiling Starbound.
Diffstat (limited to 'source/base/StarPackedAssetSource.cpp')
-rw-r--r-- | source/base/StarPackedAssetSource.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/base/StarPackedAssetSource.cpp b/source/base/StarPackedAssetSource.cpp index 59e64cc..8979978 100644 --- a/source/base/StarPackedAssetSource.cpp +++ b/source/base/StarPackedAssetSource.cpp @@ -136,6 +136,12 @@ IODevicePtr PackedAssetSource::open(String const& path) { assetPos = clamp<StreamOffset>(assetSize - p, 0, assetSize); } + IODevicePtr clone() override { + auto cloned = make_shared<AssetReader>(file, path, fileOffset, assetSize); + cloned->assetPos = assetPos; + return cloned; + } + FilePtr file; String path; StreamOffset fileOffset; |