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You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack.

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You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack.

 

This doesn't sound very efficient.

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You could put each frame as a jpg file in a pak file, and then load each pictures into memory. Then you can "playback" the images from memory at any speed you want, along with playing an ogg sound for the soundtrack.

 

Eh... there are plans for multiple cut-scenes of varied lengths. I don't think this solution would be optimal. I found a few guides online that show C++ handling AVIs.

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Is there any way to get a pointer to a texture's data? If so it shouldn't be too complicated to integrate one of the free decoder libraries to decode the video data and write it to the texture memory. Then you could render that texture to a 2D overlay or play it back on an in game 3D object. Same would need to be done w/ the audio data unless you separated it and created a sound from that.

 

Are the texture data and sound data buffers available in LWE? If so I wouldn't mind taking a shot at integrating it, would be nice to be able to add another check mark on the feature comparison charts.

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I needed better sound support in the projects I am working on, it was piss easy to integrate FMOD, and it even boosted my FPS 3-4 in situations where I was using lots of sounds compared to Leadwerks with OpenAL.

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