libogg | Ogg container format libraries
kandi X-RAY | libogg Summary
kandi X-RAY | libogg Summary
Ogg project codecs use the Ogg bitstream format to arrange the raw, compressed bitstream into a more robust, useful form. For example, the Ogg bitstream makes seeking, time stamping and error recovery possible, as well as mixing several sepearate, concurrent media streams into a single physical bitstream.
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Community Discussions
Trending Discussions on libogg
QUESTION
Is there a way to get the total number of pcm samples inside an ogg file containing opus audio using libogg and libopus?
Thanks,
...ANSWER
Answered 2021-Jun-03 at 13:20I made a similar modification to opus-tools' opusinfo
command:
QUESTION
I am using ffmpeg tool to convert videos from wmv to mp4 formats using the following code -
...ANSWER
Answered 2021-May-12 at 13:02Updating ffmpeg to latest version solved my issue. Thankyou everyone for your comments.
QUESTION
I'm trying to build the Supertux-C++-Project like in this Video.
I installed the VS Code extensions for C++ and CMake, and I'm using the GCC compiler. I cloned the VCPKG-Repository and executed the bootstrap-vcpkg.bat
. After that, I ran ./vcpkg integrate install
and got the message:
Applied user-wide integration for this vcpkg root.
The .vscode\settings.json
looks like:
ANSWER
Answered 2021-Feb-24 at 21:56Manifests are a relatively new feature of vcpkg
. It allows you to specify (via the vcpkg.json
file) what your dependencies are. The old way meant there was really no way for vcpkg
to automatically know your dependencies from looking at your project folder. You had to essentially install them manually.
Manifests mode is not enabled by default. It can be enabled by defining the environment variable VCPKG_FEATURE_FLAGS=manifests
. It can also be enabled when directly calling vcpkg: D:\_programming\_repos\vcpkg\vcpkg.exe install --feature-flags=manifests,binarycaching --triplet "x64-windows"
.
QUESTION
I have an open-source game project that was mostly developed under Ubuntu. Recently I ported it to Windows, what consisted only in minor tweaks and then building it for Windows, since I only used cross-platform libraries and features.
To build it, initially I cross-compiled using MinGW-w64 from Ubuntu's 19.04 repositories, and it worked like a charm. This is what it reports as the version:
...ANSWER
Answered 2020-Sep-29 at 08:36After hanging out in mingw-w64 IRC channel, people there suggested me to open the executable in dependency tracker, which highlighted a big difference between the working and broken binaries: it looks like symbol requirements "leaked" from one DLL into another, unrelated, DLL.
What led people there to take a closer look into the DLL import libraries. In particular, I was linking against some DLLs via their MSVC generated import libraries, namely: glew32.lib
, OpenAL32.lib
and SDL2.lib
.
It seems GNU ld
has trouble handling import libraries from MSVC, and the fix was simply linking against the DLL files directly, in which case the symbol loading code is generated by ld
itself (and this is actually a much better supported operation: always link against the .dll directly if possible, import libraries are not needed in GNU toolchain).
I don't know why it worked before, apparently there was a regression in GNU ld
across the versions I used.
QUESTION
I want to handle the dependencies of a C++/cmake/gcc
project in Linux using conan, and build an ImGui C++ demo as shown here: using imgui by Elias Daler
I have used conan to handle Boost
dependencies successfully, but with ImGui-SFML I am having a linking error.
My conanfile.txt
has the following instructions:
ANSWER
Answered 2020-Aug-08 at 01:49According to this reported issue, this solution for a similar question, and conan's basic setup documentation, in this case the CMakeLists.txt
should include: adding the argument TARGET
in the setup, and the call to conan_target_link_libraries
instead of the usual target_link_libraries
, as follows:
QUESTION
I'm trying to build a docker container on a Raspberry Pi 3B. I need to install gpac
for MP4Box
.
Dockerfile
...ANSWER
Answered 2020-Jun-20 at 13:58It ended up being wifi issues. Switching to a wired connection fixed the issues I was having.
QUESTION
My mac is 1 month old, i've been installing all I can with brew
and brew cask
to keep things in order, to be able to uninstall unnecessary software completely. Brew cask list seems ok, only the libraries I have actually isntalled are listed. I've installed maybe ~10 libraries with brew install
. Why is my list looks like this now??? How do I get rid of the unnecessary libraries without breaking stuff?
ANSWER
Answered 2020-Feb-12 at 10:13Some formulae require, or depend on others. You can see which other formulae formula X
depends on with:
QUESTION
I'm trying to run a custom node command from within an Alpine linux docker container.
Installed packages:
...ANSWER
Answered 2018-Jan-17 at 07:08If you want to get puppeteer to work on alpine, try using an older version of puppeteer that works with an older version of Chrome. The newest version of Chrome supported on Alpine is 63, which was the version of Chrome used during the development of puppeteer version 0.11.0.
QUESTION
I have been trying to install pycairo with pip3 on MacOs but whenever y try to do so this error appears:
...ANSWER
Answered 2019-May-03 at 17:17You have the answer right there in the pip3
output:
Package 'libffi', required by 'gobject-2.0', not found
On macOS, brew install libffi
should do it.
(Also, of course, installing anything into the system Python, and not inside a virtualenv, is usually a bad idea.)
QUESTION
I can't seem to get SDL_Mixer to initialize with OGG support enabled. I know that I must link with libogg, libvorbis and libvorbisfile but it still won't work. I have .dylib
s, .framework
s and .a
s of these three libraries and I've tried them all.
I'm copying the dylibs/frameworks into the Frameworks folder of the app package in the build phases tab.
I have Runpath Search Paths
set to @executable_path/../Frameworks
in the build settings tab.
But Mix_Init(MIX_INIT_OGG)
keeps returning the error OGG support not available
.
I'm using the latest Homebrew versions of all of the mentioned libraries. I'm not sure what else to try.
I have a finished game with 300MB of wav
s as the music.
I’ve managed to mix some Objective C with C++ and get some sound playing with AVAudioPlayer
but it’s horrendous code. I’m having to cast to void *
to make sure my music player class is compatible with my C++ code base. The garbage collector is so annoying. All it does is get in your way. You have to fight it with bridge casts.
I’d really like to use SDL_Mixer or a simple C library.
...ANSWER
Answered 2018-Jan-26 at 08:48I got the Objective C music player fully implemented but I just can’t stand Objective C. I found a brilliant library called stb_vorbis. I’ve used a few of the other stb libraries so I knew this one would be great. Playing the audio data from this library is actually pretty easy. All I really had to do was call stb_vorbis_get_samples_short_interleaved
inside of SDL2’s audio callback. I didn’t have to do any mixing because I only need to play music. The implementation was so simple that it actually worked perfectly the first time I ran it! This because stb_vorbis and SDL2 are both C libraries so they just make sense (unlike Objective C which should be burned).
TL;DR
If you just want to play music and either can’t use SDL_Mixer or don’t want to use SDL_Mixer then you can just feed the data from stb_vorbis into SDL2’s audio callback.
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