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Perceived audio quality of compressed audio in game dialogueAhlberg, Anton January 2016 (has links)
A game could have thousands of sound assets, to fit all of those files to a manageable storage space it is often necessary to reduce the size of the files to a more manageable size so they have to be compressed. One type of sound that often takes up a lot of disc space (because there is so much of it) is dialogue. In the popular game engine Unreal Engine 4 (UE4) the the audio is compressed to Ogg Vorbis and has as default the bit rate is set to 104 kbit/s. The goal of this paper is to see if untrained listeners find dialogue compressed in Ogg Vorbis 104 kbit/s good enough for dialogue or if they prefer higher bit rates. A game was made in UE4 that would act as a listening test. Dialogue audio was recorded with a male and a female voice-actor and was compressed in UE4 in six different bit rates. 24 untrained subjects was asked to play the game and identify the two out of six robots with the dialogue audio they thought sound the best. The results show that the subjects prefer the higher bit rates that was tested. The results was analyzed with a chi-squared test which showed that the null-hypothesis can be rejected. Only 21% of the answers were towards UE4s default bit rate of 104 kbit/s or lower. The result suggest that the subjects prefer dialogue in higher bit rates and UE4 should raise the default bit rate.
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Decoding Ogg Vorbis Audio with The C6416 DSP, using a custom made MDCT core on FPGAKärnhall, Henric January 2007 (has links)
<p>Ogg Vorbis is a fairly new and growing audio format, often used for online distribution of music and internet radio stations for streaming audio. It is considered to be better than MP3 in both quality and compression and in the same league as for example AAC. In contrast with many other formats, like MP3 and AAC, Ogg Vorbis is patent and royalty free.</p><p>The purpose of this thesis project was to investigate how the C6416 DSP processor and a Stratix II FPGA could be connected to each other and work together as co-processors and using an Ogg Vorbis decoder as implementation example.</p><p>A fixed-point decoder called Tremor (developed by Xiph.Org the creator of the Vorbis I specification), has been ported to the DSP processor and an Ogg Vorbis player has been developed. Tremor was profiled before performing the software / hardware partitioning to decide what parts of the source code of Tremor that should be implemented in the FPGA to off-load and accelerate the DSP.</p><p> </p>
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Decoding Ogg Vorbis Audio with The C6416 DSP, using a custom made MDCT core on FPGAKärnhall, Henric January 2007 (has links)
Ogg Vorbis is a fairly new and growing audio format, often used for online distribution of music and internet radio stations for streaming audio. It is considered to be better than MP3 in both quality and compression and in the same league as for example AAC. In contrast with many other formats, like MP3 and AAC, Ogg Vorbis is patent and royalty free. The purpose of this thesis project was to investigate how the C6416 DSP processor and a Stratix II FPGA could be connected to each other and work together as co-processors and using an Ogg Vorbis decoder as implementation example. A fixed-point decoder called Tremor (developed by Xiph.Org the creator of the Vorbis I specification), has been ported to the DSP processor and an Ogg Vorbis player has been developed. Tremor was profiled before performing the software / hardware partitioning to decide what parts of the source code of Tremor that should be implemented in the FPGA to off-load and accelerate the DSP.
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Pretentiös : Inspelning i 192 kHz. Sunt förnuft eller pretentiöst?Ternestål, Timmy January 2017 (has links)
Samma ljudupptagning har genomförts i fyra olika samplingsfrekvenser. Det som undersökts är vad som skiljer dessa åt i fråga om frekvensinnehåll, stereoinnehåll och signalstyrka samt huruvida det går att höra någon skillnad mellan dessa. Syftet är att visa på vilken samplingsfrekvens som lämpar sig bäst då slutresultatet lyssnas på via Spotify. Mätningar inom den digitala domänen visar på att inspelning i 44.1 kHz är att föredra då slutresultatet är ämnat för denna medieplattform. Resultat från genomfört lyssningstest pekar inte på någon tydlig trend åt något håll. Analys med spektrogram visar på vissa skillnader då inspelningarna i WAV-format komprimeras till formatet Ogg-Vorbis.
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Ogg Vorbis decoder for Motorola DSP56002 / Ogg Vorbis avkodare för Motorola DSP56002Barsk, Niklas January 2004 (has links)
<p>Ogg Vorbis is a rather new audio format with some similarities with other more known formats such as MP3 and WMA. It is generally accepted to have a better audio quality than most competing formats and it is in contrast to many of its competitors totally licence and royalty free. </p><p>The goal with this thesis is to port the existing fixed point decoder Tremor, which is written in C, to Motorola's DSP56002. The DSP has a very limited amount of memory so some optimizations has to be made to be able to run Tremor successfully. </p><p>The report presents the necessary steps taken to port Tremor to the DSP and the difficulties of this process. It also describes the memory and CPU usage of the DSP when running Tremor and other results of the port. </p><p>A description as well as examples and workarounds of bugs found in the compiler g56k is attached to this report.</p>
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Ogg Vorbis decoder for Motorola DSP56002 / Ogg Vorbis avkodare för Motorola DSP56002Barsk, Niklas January 2004 (has links)
Ogg Vorbis is a rather new audio format with some similarities with other more known formats such as MP3 and WMA. It is generally accepted to have a better audio quality than most competing formats and it is in contrast to many of its competitors totally licence and royalty free. The goal with this thesis is to port the existing fixed point decoder Tremor, which is written in C, to Motorola's DSP56002. The DSP has a very limited amount of memory so some optimizations has to be made to be able to run Tremor successfully. The report presents the necessary steps taken to port Tremor to the DSP and the difficulties of this process. It also describes the memory and CPU usage of the DSP when running Tremor and other results of the port. A description as well as examples and workarounds of bugs found in the compiler g56k is attached to this report.
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Vysílání multimediálního obsahu s využití kompresních technik / Streaming of compressed multimedia contentTesař, Pavel January 2009 (has links)
The topic of the master's thesis is about transmission of multimedia via network with help of compression’s algorithm used in codec MPEG-4 part 10 and Real Time Protocol (RTP). First part of this master thesis will be familiarization with basic terms about multimedia. It will be queried about techniques of compression axioms for audio and video, justification for necessary use of compression in transmitting multimedia via network. Also, here will be subscribed principles and properties of Real Time Protocol, which was designed for multimedia stream. From the start, competent codec for implementation of two applications (client, server) with read raw video and audio data, will choose the following : compression with help of codec Theora (Vorbis), transfer via network in RTP packets, decode and play at visual form for end user. Complete subscription of implementation for both applications written in programming languages C/C++ and Java, will be certain. The basic overview about this problematic experience with implementation, which were here concluded, are the reasons for reading this master thesis.
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Spelproduktion för 2d miljö / Game development for a 2d environmentSandgren, Rickard, Lundström, Harry January 2008 (has links)
Vi började vårt projekt med grunderna till verktyg för att utveckla spel i 2d. Dessa ämnade vi färdigställa under projektet och med dem utveckla en speldemo. Eftersom vi hade gemensamma visioner om spelutveckling så bestämde vi oss för att samarbeta, och fokusera på våra respektive områden. Med att utveckla egna verktyg ville vi få en större förståelse för de grundläggande mekanismerna av en spelmotor och möjligheten att påverka dessa efter våra specifika behov. Det var också för att hålla koden fri från licensierade komponenter för att i framtiden kunna underlätta distribution. / Detta är en reflektionsdel till en digital medieproduktion.
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Audio a video vysílání s využitím real-time protokolu / Audio and video streaming using real-time protocolKřenek, Tomáš January 2009 (has links)
This diploma thesis focus on transmiting multimedia over computer network. There are detailed informations about protocols RTP and RTPC in a first part because a transmition over a network is realized by using these protocols. Some basic multimedia terms, FFmpeg codecs and SDL library are described in next chapters. A multimedia player using FFmpeg and SDL is implemented in a second part of thesis. The player is console application and it has basic user interface. The player reproduces video and audio from a given file. RTP communication is described in next chapters of the second part. RTP server and client are implemented there too. They are console aplications and they use data coded by Theora or Vorbis. There are summarized results in a conclusion.
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