hmm.. now I'm wondering if my app will become unacceptably bloated if I preload all my sound effects into RAM? I have about 15 8bit-8khz sounds totalling 200k.
My understanding is that the Nokia 3650 has 4MB of internal memory for application and storage use and the maximum program heap size is up to 1.4 MB.
I presume the 4MB is storage disk space and the 1.4MB is the internal memory (RAM) size (correct me if I'm wrong). (not sure of 7650 specs yet.)
I assume that if I am considering preloading images and sounds in this way I should really try to stay below 200KB? (the docs point recommend this.. but why??).
It isn't absolutely essential that all wavs are in memory, so if there is a good reason why I should avoid doing this where possible I'd be interested to know.
I can see how objects can be serialised to a CDirectFileStore but I'm not sure how to treat a wav file. How do you actually inject the wav file's binary data into a store?
I already have a CSoundObject class for each loaded wav but there's no point storing that class because it only has a handle to the wav file on disk - whereas I want to store the ?whole? wav file in memory.
I'm hoping that (ultimately) I can use swizzling to get at each stored wav file without necessarily loading the whole file store itself. (This is all hypothetical mind you, based on what I've read in the docs)
Forum posts: 1886
This is not really resource files but will give you the possibility to put several Wavs into one file (but you will need to play them from memory).
Eric
Eric Bustarret
NewLC Founder & CEO / Professional Symbian OS Consultant
Forum posts: 162
hmm.. now I'm wondering if my app will become unacceptably bloated
if I preload all my sound effects into RAM?
I have about 15 8bit-8khz sounds totalling 200k.
My understanding is that the Nokia 3650 has 4MB of internal memory for application and storage use and the maximum program heap size is up to 1.4 MB.
I presume the 4MB is storage disk space and the 1.4MB is the internal
memory (RAM) size (correct me if I'm wrong).
(not sure of 7650 specs yet.)
I assume that if I am considering preloading images and sounds
in this way I should really try to stay below 200KB?
(the docs point recommend this.. but why??).
It isn't absolutely essential that all wavs are in memory, so if there is a good reason why I should avoid doing this where possible I'd be interested to know.
cheers.
paris.
~~~~
Forum posts: 162
but I'm not sure how to treat a wav file. How do you actually inject the
wav file's binary data into a store?
I already have a CSoundObject class for each loaded wav but there's no point
storing that class because it only has a handle to the wav file on disk - whereas I
want to store the ?whole? wav file in memory.
I'm hoping that (ultimately) I can use swizzling to get at each
stored wav file without necessarily loading the whole file store itself.
(This is all hypothetical mind you, based on what I've read in the docs)
paris.
~~~~
Forum posts: 1886
Eric Bustarret
NewLC Founder & CEO / Professional Symbian OS Consultant
Forum posts: 162
..hey now, it's a crazy idea...but it might just work!
nice one Eric.!
paris.
~~~~
Forum posts: 162
a TDescC8 buffer that can be passed to NewDesPlayerReadOnlyL(..)
Anyone aware of any wav2ascii utilities that do an ascii dump of a
wav file in 'R''I''F''F'.. ascii format?
..I don't know if this will even work!
..but hey, nothing ventured, nothing gained
paris.
~~~~