[FFmpeg-devel] Integrating the mod engine into FFmpeg - what is the best design approach?

Peter Ross pross
Sat Jul 17 07:04:17 CEST 2010


On Fri, Jul 16, 2010 at 04:15:26PM +0200, Vitor Sessak wrote:
> On 07/16/2010 03:46 PM, Sebastian Vater wrote:
> >Hello dears!
> >
> >I had a discussion with Vitor and Stefano about the best way to
> >integrate the mod engine into FFmpeg.

> >I see just one disadvantage here, simply extraction of metadata and
> >removing it, passing the rest to AVPacket requires parsing of all module
> >files twice and also manipulating them (correct the offsets, etc.). This
> >would require duplicate code in the demuxer and decoder, which I would
> >like to avoid, if possible.

The same problem exists for image metadata. Simple solution would be
to permit codecs to get and set metadata.

> I'm still undecided on which approach is best.

Okay. Then, why not revisit the requirements and pick the more suitable
candidate.

* Decoding of module files into audio streams
  (for presentation to the user, or streaming to a wavfile, etc.)
* Ability to seek
* Visualisation
* Conversion between module formats
* Meta-data

IMHO, Getting stuff to *play* and *seek* and *comitted* is the most important.
Everything else is desirable. FFmpeg was not built in a day.

Also, codecs can support multiple different sample formats. A solution might
entail the Protrack II decoder outputing both SAMPLE_FMT_S32
and SAMPLE_FMT_SEQUENCE formats.

-- Peter
(A907 E02F A6E5 0CD2 34CD 20D2 6760 79C5 AC40 DD6B)
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 189 bytes
Desc: Digital signature
URL: <http://lists.mplayerhq.hu/pipermail/ffmpeg-devel/attachments/20100717/4c5398eb/attachment.pgp>



More information about the ffmpeg-devel mailing list