I don't think I've ever heard the problem with the gap in audio 2 secs in. I've encoded a lot of MP3 files. I have noticed that different apps and sometimes different versions of the same app have unique behaviors in how they encode stuff. Maybe there is a problem with the encoder app you are using? I did test the mp3 functionality in DX9 before I left MS and I remember it being Ok..just with the annoyance of having to set the decompressed start on the samples. -Scott Morgan http://Morganstudios.com ----- Original Message ----- From: "Jason Booth" <jason@xxxxxxxxxxxxxxxx> To: <directmusic@xxxxxxxxxxxxx> Sent: Monday, January 06, 2003 1:01 PM Subject: [directmusic] MP3 encoded wav tracks, a pain in the neck.. > > > So my experience with MP3 encoded wav tracks continues: > > - I've verified on 3 computers (one running 2k, one running 2kserver, > and one running XP) that the compression codec used in MP3 encoded wavs > has some huge and obvious errors. The main one being a small but very > audable gap in the audio placed about 2 seconds into every file.=20 > > Also, the encoder doesn't seem to be included natively on winXP > machines, which is extremely annoying considering this is the only way > to deliver MP3 based playback with Direct Music. (note that the decoder > is present). > > This combined with the offset errors makes working with mp3 > encoded wav tracks within direct music a real pain in the arse. My > workaround is as follows: > > > - Save the original track, record it's play time and sample count > > - Add a 2.1 second sine wav to the beginning of the track > > - compress the file as a wav-encoded MP3 using a third party program > > - Load the file into Direct Music, record it's play time and sample > count > > - Subtract the difference between the new sample count and the original > files sample count to find the offset > > - quickly realize that the max offset is about 37000 samples, far less > than 2 seconds > > - Subtrack the time difference and use this to offset the wav file in > the segment > > - visually check the file to make sure that the sine wav isn't present > in the segment file, and hope the offset is accurate to not cause drift > over time.. > > > > I have a feeling that this still won't be accurate, simply > because the time scale (in seconds.000) isn't going to be sample > accurate. Somehow, I'll need to convert the time scale offset into > sample counts, then see what the difference between the resulting sample > count and my correct offset is, and use both offsets (time + samples) in > direct music to get the correct offset.. Also, Direct Music reports the > mp3 encoded wav as being a slightly different number of samples than > Sound Forge does, which makes me wonder which count is correct. > > > Now I have to ask the really annoying end user question: Did anyone > actually try to use MP3 encoded wavs for anything even close to a real > project before they shipped Direct X 9? I can't believe how convoluded > this process is, or that anyone used MP3 encoded wavs without noticing > the gap it places in every file 2 seconds into the stream. > > > >