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Re: ANNOUNCE: Apple Game Server Online!
On Dec 13, 2:35 pm, Egan Ford <dataj...@gmail.com> wrote:
> On Dec 13, 1:28 pm, David Schmidt <schmi...@my-deja.com> wrote:
>
> > On 12/13/2011 2:24 PM, Egan Ford wrote:
>
> > > BLuRay, I fixed your name on the site. Very sorry about that.
>
> > Except it's still not correct... his handle is BLuRry, not what you have
> > there now. BLuRry. Like the vision impairment. :-)
>
> Thanks. My finders do not always type what is on the mind. Fixed
> again.
Ok, the irony here is delicious, that we talk of the correction and
can/cannot see it spelled correctly right away. Thanks for the
chuckle guys. :-D And thanks for the description of the compression
format. Most impressive!! I heard the audio stream and wondered when
it went to white noise if that's what was happening, since I'm only
familiar with the modulated tone sound. Too bad we can't get more
inventive without modifying hardware. Still, a 6x improvement is an
6x improvement!
One of the challenges I had to overcome with on-the-fly decompression
was that I had to time the transmission pause for CPU processing
time. In the meanwhile the serial port would go dormant during those
CPU cycles. I wonder: If you did something simiar and there were gaps
of silence in the audio, could you splice in regular audio data in a
curious way? Loader music? :-) Heck, I'd wait a few minutes for a
game to load if the loading data (white noise) was the rhythm section.
-B
(I've seen too many demos... I know...)