Dominic Szablewski

Results 173 comments of Dominic Szablewski

Made some more experiments: - 1bit https://github.com/phoboslab/qoa/tree/experimental_1bit - 2bit https://github.com/phoboslab/qoa/tree/experimental_2bit Results: - wav, 44khz, 16bits per sample (704 kbits/s): https://phoboslab.org/files/temp/male_speech_44khz_16bit.wav - wav, 8khz, 16bits per sample (128 kbits/s): https://phoboslab.org/files/temp/male_speech_8khz_16bit.wav -...

Sure, you can try. In my tests (at least with 3bps) I found 4 coefficients to be the sweet spot. Longer ones tend to become unstable quickly; shorter ones don't...

QOA always has a fixed bitrate.For the 1-bit variant it's 1-bit per sample. For an 8khz signal that's 8kbps.

This should only affect the quantization noise that is added by the encoder; it won't remove any noise that is present in the source. But yes, making it optional is...

The work for controller support in the browser hasn't started :) The easiest way to get this working, would be to use the [JS Gamepad API](https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API) and forward all inputs...

[Google says](https://www.google.com/search?q=ps4+webgl) it's WebGL.

There's no source release for phantom edition. Of course it's possible to re-implement the same (or at least similar) features here as well. Before that, we should probably get a...

On linux I'd suggest to just use `make` instead of `cmake`. This will create a binary called `wipegame` in the root of the project. Also see https://github.com/phoboslab/wipeout-rewrite/issues/70

Not against it, just asking: what platforms are those, that have support from SDL1.2 but not SDL2.x?

Was it running in a background tab? It's possibly related to throttling of background tabs, where the real time still advances, but the game code is not called often enough...