QUOTE(Daniel_Faust @ 02/15/07, 12:45 PM) [snapback]260075[/snapback]
What if the exporter converts the nodes data into mp3 and saves that into a file, why not let the exporter have direct access to the chunk of data in the node? But more importantly how could the exporter gain access to the data chunk in the file. I believe that probably by offering the pointer through an attribute, but of what type would this attribute have to be?
because raw data access to an mp3 would not help that problem. You'd first need to stream the data to disk before running an encoder over it. Sound API's such as DX and fmod do this by default anyway.
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Assuming the exporter only saves an mp3 version, and the node contains only uncompressed pcm data. If that pcm is generated on the fly by the node and kept only in memory, it would be better to give the exporter direct access to that pcm data, so that the exporter can encode it directly into mp3, aac, or whatever option has been chosen and save that encoded data to a file.
again, it's not going to happen. The PCM data would have to be written to disk before the encoding takes place, unless you were nuts enough to try and write your own encoder, you would never be able to encode direct in memory. If like most people you used an encoder that is pre-built (ie, blade enc or whatever), then you will be feeding it a file on disk.
A node that generates and stores potentially unlimited PCM data is not a good design, and would actually go against maya's design philosophy. Particle emitters do not store info about when each particle was created, however the particle cache makes it appear that they do. I see no reason why the PCM data can't be generated into a cache file (*.wav) in exactly the same way that fluids, cloth, hair, particles, and dynamics do.
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Assuming the node holds hundreds of mb of samples ...
then i'd assume you'd want to be streaming that data from disk and not have it resident in memory.