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		<id>https://wiki.xiph.org/index.php?title=IceShare&amp;diff=8801</id>
		<title>IceShare</title>
		<link rel="alternate" type="text/html" href="https://wiki.xiph.org/index.php?title=IceShare&amp;diff=8801"/>
		<updated>2008-03-27T20:14:47Z</updated>

		<summary type="html">&lt;p&gt;Deltrix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{historical}}&lt;br /&gt;
{{draft}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color: red; font-size: larger; text-decoration: blink&amp;quot;&amp;gt;Help Wanted&amp;lt;/span&amp;gt; ==&lt;br /&gt;
Just to preceed all this info on what IceShare is, I&#039;d like to make a request to help get it finished sooner.  We (Xiph foundation) could really use some help from people with one or more of the following skills:&lt;br /&gt;
&lt;br /&gt;
* Technical documents writer (for libraries, protocols, etc)&lt;br /&gt;
* Crypto guru - the IceShare system needs some help with hashing and encryption in general&lt;br /&gt;
* Python programmers - to help complete the prototype suite&lt;br /&gt;
* Player integration - getting this system available to users&lt;br /&gt;
&lt;br /&gt;
Please contact [http://lists.xiph.org/mailman/listinfo/advocacy the advocacy list] if you can help.  Thanks!&lt;br /&gt;
&lt;br /&gt;
== What is it? ==&lt;br /&gt;
&lt;br /&gt;
IceShare is library that distributes Ogg streams on a pseudo-P2P network.  It is heavily based on BitTorrent, but works on the Ogg page level, and unlike PeerCast it works with files as well as continuous streams.&lt;br /&gt;
&lt;br /&gt;
It&#039;s designed to allow musicians, video producers, radio and television stations, or anyone looking to inexpensivly distribute audio/video on the web.  It&#039;s intended to be initiated from websites, with links to icet:// URLs.  It is not designed for P2P searching, such as Gnutella, Kazaa, and eDonkey provide, however websites may be setup to easily search content on one or more IceTracker servers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[http://www.alltopdiet.com Diet recipe]&lt;br /&gt;
[http://www.euroth.com Euro business]&lt;br /&gt;
[http://www.nowtoknow.com Loans insurance articles]&lt;br /&gt;
[http://www.articlestake.com Articles directory]&lt;br /&gt;
[http://www.allnewdiet.com Diet directory]&lt;br /&gt;
[http://auto.topeasyinsurance.com Auto insurance]&lt;br /&gt;
[http://car.topeasyinsurance.com Car insurance]&lt;br /&gt;
[http://dir.topeasyinsurance.com Insurance directory]	&lt;br /&gt;
&lt;br /&gt;
IceShare is called pseudo-P2P because the network relies on a traditional client-server model for managing transfers between IceShare peers on the network.&lt;br /&gt;
&lt;br /&gt;
The media players are the level which P2P takes place, whereas listeners who have available upstream bandwidth can help distribute the same content they&#039;re listening to amoung other listeners.  This helps Icecast servers non-linearly scale for much larger listener loads and reduces the bandwidth requirements for hosting static Ogg multimedia on websites.&lt;br /&gt;
&lt;br /&gt;
The IceShare library allows these features to be easily added to media players, including support for seeking to &amp;quot;not downloaded yet&amp;quot; parts of the media and available bandwidth detection/reporting for multi-bitrate streams.&lt;br /&gt;
&lt;br /&gt;
IceTracker is a server that keeps track of who&#039;s actively sharing certain media and each of their send/receive ratios.  IceTracker helps direct IceShare users to better hosts and track individual user&#039;s bandwidth and level of participation to reward high bandwidth/participation users with faster peers.  IceTracker servers track users anonymously by a DSA key generated by each IceShare client.&lt;br /&gt;
&lt;br /&gt;
Icecast connects to an IceTracker as a client to provide live stream information (pageno&#039;s, checksums, etc) and to receive guidance as per dropping less participating listeners when bandwidth is tight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media Players ==&lt;br /&gt;
&lt;br /&gt;
URLs in the form icet://&amp;amp;lt;icetracker&amp;amp;gt;:&amp;amp;lt;port&amp;amp;gt;/&amp;amp;lt;media&amp;amp;gt; direct the media player to connect to an IceTracker using IceT protocol via the IceShare library.  IceShare will state that it need&#039;s the specified media.&lt;br /&gt;
&lt;br /&gt;
The IceTracker for that media should then respond with general information about the media in question, how many pages it has, how long its playtime is (or if it is continuous), and generally how long it should take to transfer it.  This information should allow the media player to setup the seek bar and know how much it should buffer before beginning play.&lt;br /&gt;
&lt;br /&gt;
IceTracker should then start directing IceShare to hosts which pieces of the media can be accessed from.  IceShare does not know how much of the media each of those hosts has, since many may have only partial transfers.  IceTracker specifies which page, or set of pages, to download from each host.  IceShare responds with a quick &amp;quot;I got it&amp;quot; for each page, thereby letting IceTracker know that the reported page is ready to be shared with others.  This also helps IceTracker keep track of latency and bandwidth between peers so that it can provide the client with better hosts.&lt;br /&gt;
&lt;br /&gt;
If the player seeks to an not-yet-downloaded part of the media IceShare can express this to IceTracker, which will change its transfer focus to the seek point and beyond.  In this way, especially for long pieces of media, the whole file does not have to be transfered to access a specific section of it.&lt;br /&gt;
&lt;br /&gt;
IceShare also provides media players access to its &amp;quot;page table&amp;quot;.  The media player can use this to reflect media transfer stats in the seek bar, prehaps using an alternative background color to indicate sections of the media which have been downloaded.&lt;br /&gt;
&lt;br /&gt;
IceShare handles incoming &amp;lt;A HREF=&amp;quot;IceHTTP&amp;quot;&amp;gt;HTTP&amp;lt;/A&amp;gt; connections from peers, information about uploads on the P2P network are available to the media player but are not nessesary.  The media player can tune the level of participation, limiting the amount of bandwidth or length of time a piece of media is available.  For the most part, it&#039;s in the user&#039;s interest to participate as much as they&#039;re able to, since this will earn them faster access to other media through the same IceTracker.&lt;br /&gt;
&lt;br /&gt;
A slightly-extended &amp;lt;A HREF=&amp;quot;IceHTTP&amp;quot;&amp;gt;HTTP/1.1&amp;lt;/A&amp;gt; is used to specify page-ranges.  IceShare should also support byte-ranges for traditional HTTP download agents which are attempting to resume a lost transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media Distributors ==&lt;br /&gt;
&lt;br /&gt;
IceShare can also be used to distribute original media on the P2P network.  A distribution client can use IceShare to connect to an IceTracker and inform it of the new media&#039;s statistics.  This client should have enough upstream bandwidth to send the first few copies by itself, after which those who have downloaded it should begin sharing the load.&lt;br /&gt;
&lt;br /&gt;
Icecast is a good example of a distribution client.  It can use IceShare to inform IceTracker of its streams and continue to send it page information for each of its ongoing streams.  Icecast servers using IceShare will still need enough bandwidth to send atleast one (preferably more) streams to listeners who can then redistribute it to other listeners.&lt;br /&gt;
&lt;br /&gt;
IceTracker will allow IceShare clients to request current listeners and total &amp;quot;hits&amp;quot; for any media that it is tracking.  This can be used by Icecast to accurately track listeners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative Streams ==&lt;br /&gt;
&lt;br /&gt;
IceShare also includes support for alternative bitrates and codecs to published media.  These alternatives can be used to meet the needs of each individual user on the network.  For instance, a stream could be provided in 64kbps Vorbis, 24kbps Speex, and 24kbps Vorbis (in that order).  Those with enough bandwidth will receive the default 64kbps Vorbis stream, while modem users will switch to either the Speex or the low bitrate Vorbis based on their ability to support Speex.  This makes it possible for every IceShare peer to receive a continuous stream in the highest quality format their software and network connection allows them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Payload Protocols ==&lt;br /&gt;
&lt;br /&gt;
One of the interesting things about IceShare is that it&#039;s designed to use many different protocols for the actual file transfer.  This allows a combination of protocols to be used, even in between the same two hosts, in the effort to get the media deployed in the most efficient manner possible.&lt;br /&gt;
&lt;br /&gt;
This also allows IceShare to be combined with other P2P systems.  For instance, if someone chose to ignore PeerCast&#039;s GPL license addendum which doesn&#039;t allow modified clients to connect to their metaserver, a broadcaster could choose to stream to both Peercast and IceShare whereas any IceShare peer with a Peercast plugin could be sent to grab parts or all of the stream from that P2P network.  The same is also true for BitTorrent, Gnutella, or any other P2P system.&lt;br /&gt;
&lt;br /&gt;
Here are the requirements for an IceShare Payload Protocol:&lt;br /&gt;
* You must be able to request a path (local URL) for a media&lt;br /&gt;
** Each media must be at the same path for every protocol&lt;br /&gt;
** Local media path sorting and arranging is up to the local implementation&lt;br /&gt;
*** All media may be in one directory or many, even layers deep&lt;br /&gt;
*** Media may be moved locally (after notifying the Tracker)&lt;br /&gt;
* You must be able to specify a range of data for download&lt;br /&gt;
** Protocols supporting only Byte ranges limits it&#039;s useage&lt;br /&gt;
*** A peer may not nessesarily know where in a given binary stream a series of pages belong&lt;br /&gt;
*** Byte ranges are only known for pages in a continuous series from the start of the media&lt;br /&gt;
** Time ranges are more useable, but may result in wasted bandwidth&lt;br /&gt;
** Supporting (Ogg) Page ranges allows total useability &lt;br /&gt;
** Range can be requested in any way nessesary for the protocol&lt;br /&gt;
*** Some payload protocols may even append it to the media&#039;s path&lt;br /&gt;
* Binary data must be able to be transfered by some means&lt;br /&gt;
** Ogg Pages do not need to be seperated in this data&lt;br /&gt;
*** libogg2 provides a fast and efficient manner for seperating Pages by the receiver&lt;br /&gt;
** Delivery of any segment does not need to be guarenteed&lt;br /&gt;
*** The IceTracker will make sure everyone gets a specific Page&lt;br /&gt;
*** Retransmittial by IceTracker is only supported with Page granularity&lt;br /&gt;
** Error detection does not need to be implemented&lt;br /&gt;
*** Each Ogg Page has it&#039;s own CRC checksum in it&#039;s header&lt;br /&gt;
** Order &#039;&#039; should &#039;&#039; be guarenteed for data within a single Ogg Page&lt;br /&gt;
*** Ogg Pages may be sent complete in a single packet for this&lt;br /&gt;
*** Many packets may carry sequential Pages with packet ordering provided in a small header&lt;br /&gt;
* The IceTracker does not need to know any details of a payload protocol&lt;br /&gt;
** It will learn new protocol names when support is advertised by peers&lt;br /&gt;
** It will learn their strengths and weaknesses by building statistical data&lt;br /&gt;
** Protocols will be used based on the bandwidth, reliability, and timing needs of a peer&lt;br /&gt;
&lt;br /&gt;
== Security Model ==&lt;br /&gt;
&lt;br /&gt;
Three layers of &amp;quot;security&amp;quot; are provided by the IceShare system to ensure data is transfered without errors, without alteration by peers, and without alteration of trusted content from trackers.&lt;br /&gt;
&lt;br /&gt;
== What&#039;s the Holdup? ==&lt;br /&gt;
&lt;br /&gt;
While we&#039;re apparently fairly close to wrapping up this baby and start into some massive plugin coding, there&#039;s vital things missing from other Xiph projects which this needs.  &lt;br /&gt;
&lt;br /&gt;
Specifically: &lt;br /&gt;
* &amp;lt;strike&amp;gt;OggFile&amp;lt;/strike&amp;gt; [[OggStream]] granule handling needs to be decided on so we can get the IceT timing specs to match &lt;br /&gt;
* &amp;lt;strike&amp;gt;we need to get the final scoop on discontinuous bitstreams&amp;lt;/strike&amp;gt; done and integrated into libogg2&lt;br /&gt;
* a fully functional public tracker needs to be written (even if it&#039;s just in Python for now).  &lt;br /&gt;
* it makes alot of sense for the plugins to be packaged with &amp;lt;strike&amp;gt;OggFile&amp;lt;/strike&amp;gt; OggStream as a join distribution effort.&lt;br /&gt;
&lt;br /&gt;
Current estimates, given the committments from various Xiph developers and pace of development, is IceShare will begin getting deployed summer &amp;lt;strike&amp;gt;2004&amp;lt;/strike&amp;gt; 2005.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Updated: 1/10/05 &#039;&#039;&#039; -- I&#039;ve had to delay IceShare in order to get [[OggStream]] (formerly OggFile) ready.  This explains why this project is so over-due.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re reading this page and thinking &amp;quot;damned, that&#039;s awesome!&amp;quot; and want to speed up the above timeline we can always use volunteers.  Even if you don&#039;t know any code, but prehaps you&#039;re good at HTML or graphic design, or can do no more than help test the system, we could use your help.  Email Arc &amp;lt;arc@xiph.org&amp;gt; for more information.&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
Discussion has been moved to the Talk page to keep load times down. Please add comments to [[Talk:IceShare]].&lt;/div&gt;</summary>
		<author><name>Deltrix</name></author>
	</entry>
	<entry>
		<id>https://wiki.xiph.org/index.php?title=Games_that_use_Vorbis&amp;diff=8800</id>
		<title>Games that use Vorbis</title>
		<link rel="alternate" type="text/html" href="https://wiki.xiph.org/index.php?title=Games_that_use_Vorbis&amp;diff=8800"/>
		<updated>2008-03-27T19:44:48Z</updated>

		<summary type="html">&lt;p&gt;Deltrix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following games use [[Vorbis]], most frequently for their in-game music or sound effects:&lt;br /&gt;
&lt;br /&gt;
* All Games By [http://www.reflexive.com/index.php?PAGE=Reflexive Reflexive Entertainment].&lt;br /&gt;
&lt;br /&gt;
* [http://www.mobygames.com/game/windows/007-nightfire 007: Nightfire]: Uses Ogg Vorbis for background soundtrack.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ageofconan.com/ Age of Conan - Hyborian Adventures]: Uses Ogg Vorbis for all audio.&lt;br /&gt;
&lt;br /&gt;
* [http://www.americasarmy.com/ America&#039;s Army]: Uses Ogg Vorbis for main theme.&lt;br /&gt;
&lt;br /&gt;
* [http://www.lionhead.com/bw2/ Black &amp;amp; White 2]: Uses Ogg Vorbis for music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.pyrogon.com/games/candycruncher/ Candy Cruncher]: This cute puzzle game from Brian Hook&#039;s company, Pyrogon, uses Vorbis for the addictive music you hear while you race the clock.&lt;br /&gt;
&lt;br /&gt;
* [http://www.callofcthulhu.com/ Call of Cthulhu] is a first-person horror game that combines intense action and adventure elements. It uses Ogg Vorbis for music and speech.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mobygames.com/game/windows/catechumen Catechumen] is a Christian-themed FPS that uses Ogg Vorbis.&lt;br /&gt;
&lt;br /&gt;
* [http://www.atari.com/crashday/ Crashday]: Stunt racing game, developed by independent German studio Moon Byte. Uses Ogg Vorbis for music.&lt;br /&gt;
&lt;br /&gt;
* [http://buenavistagames.go.com/product/chickenLittlePC.html Chicken Litte]: Adventure game for children inspired by the motion picture in PC edition uses Vorbis for dialogs and music. (not sure if sound effects too)&lt;br /&gt;
&lt;br /&gt;
* [http://www.cossacks2.de/ Cossacks 2]: &amp;quot;Cossacks II: Napoleonic Wars&amp;quot; is a sequel of &amp;quot;Cossacks: European Wars&amp;quot;. Ogg Vorbis 1.0 files are in \data\music\&lt;br /&gt;
&lt;br /&gt;
* [http://www.darwinia.co.uk/ Darwinia]: The second title from Indy developer Introversion Software. Darwinia is a stylised retro - Tron meets Cannon Fodder. It uses Vorbis for all in game sound effects and music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.introversion.co.uk/defcon/ DEFCON]: The third title from Introversion Software.  Uses Vorbis for music, effects, everything, like Darwinia.&lt;br /&gt;
&lt;br /&gt;
* [http://www.dxinvisiblewar.com/ Deus Ex: Invisible War] by Ion Storm/Eidos: Uses Ogg Vorbis for music and voice (and possibly for sound fx too).&lt;br /&gt;
&lt;br /&gt;
* [http://www.idsoftware.com/games/doom/doom3/ DOOM 3]:  The latest version of this famous first person shooter game from id software uses Vorbis for the theme music as well as their ambient and game sounds.&lt;br /&gt;
&lt;br /&gt;
* [http://mobygames.com/game/sheet/p,3/gameId,6505/ Duke Nukem: Manhattan Project]: This game from 3D Realms was released in 2002 and used Vorbis for their music. (Official website is down, using  Mobygames link)&lt;br /&gt;
&lt;br /&gt;
* [http://www.popcap.com/launchpage.php?theGame=dynomite Dynomite]: Puzzle Bobble/Bust A Move clone for Windows by PopCap Games, with mouse control. Uses Ogg Vorbis for nearly all sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.nexuiz.com/ Nexuiz], a fast-paced FPS with roots in Quake I, uses Vorbis for background music. The minstagib mod uses Vorbis for all of its sound.&lt;br /&gt;
&lt;br /&gt;
* [http://www.enclavegame.com Enclave] by Starbreeze/Black Label Games: Uses Ogg Vorbis for music (and possibly for sound fx and voice too).&lt;br /&gt;
&lt;br /&gt;
* [http://www.eve-online.com EVE Online] by CCP Games, the Icelandic-homed space-based single-shard persistent world game uses Ogg Vorbis for its music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.lionhead.com/fabletlc/ Fable: The Lost Chapters]: Uses Ogg Vorbis for music and cutscenes (Ancient libVorbis version, 1.0 RC2).&lt;br /&gt;
&lt;br /&gt;
* [http://farcry.ubi.com/ FarCry] by Crytek: uses Ogg Vorbis for music and effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.freedom-fighters.co.uk/ Freedom Fighters] by IO Interactive: String search reveals &amp;quot;libVorbis I 20011217&amp;quot; in freedom.exe.&lt;br /&gt;
&lt;br /&gt;
* [http://www.siriusgames.dk/index.php?pageid=67 Gangland] by MediaMobsters: Uses Ogg Vorbis for music and cutscenes (Data\streams\). Encoded with Xiph.Org libVorbis I 20020717. Decoder library: FMOD 3.71.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rockstargames.com/sanandreas/ Grand Theft Auto: San Andreas] by Rockstar Games/Rockstar North uses Ogg Vorbis to store music, radio, ambient sounds, police messages and cutscene audio. Players can also store their custom tracks (accessible in-game via the &amp;quot;User Track Player&amp;quot; radio station) in Ogg Vorbis.&lt;br /&gt;
&lt;br /&gt;
* [http://www.guiltygearx2reload.com/ Guilty Gear XX]: The PC version, at least, uses Ogg Vorbis for all the music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.guitarherogame.com/gh2/ Guitar Hero II] by Red Octane (Activision), not sure about the original Guitar Hero.  But, this is on the XBOX 360 or so the games manual suggests (turn to the last page)&lt;br /&gt;
&lt;br /&gt;
* [http://halo.bungie.org/ Halo]: Mac and PC versions of Halo use Ogg Vorbis for all audio, it seems. The Xiph license and dynamically linked libraries of Ogg and Vorbis are included in the Halo directory. XBox version does not use Ogg Vorbis.&lt;br /&gt;
&lt;br /&gt;
* [http://harrypotter.ea.com/cofs/index.html Harry Potter II (Chamber of Secrets)]: This is unsubstantiated, it was reported on one of the vorbis mailing lists, but there is little evidence either way on this title.  EA has been supportive of Vorbis though, so it&#039;s not entirely impossible.  If anyone can give us a yay or nay on this, please do.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mightandmagicgame.com/HeroesV/ Heroes of Might and Magic V]: Uses Vorbis for audio and Theora for video.&lt;br /&gt;
&lt;br /&gt;
* [http://www.eidosinteractive.com/games/info.html?gmid=118 Hitman 2]: uses Vorbis. (PC only or consoles too?)&lt;br /&gt;
&lt;br /&gt;
* [http://www.codemasters.com/igi2/front.htm IGI2: Covert Strike]: Not a Norwegian first-person shooter.&lt;br /&gt;
&lt;br /&gt;
* [http://www.inthegroove.com In The Groove]: The premier dance game created by [http://www.roxorgames.com Roxor Games, Inc.] Uses Vorbis for all of the in-game music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.p3int.com/KULT/ KULT Heretic Kingdoms] by 3D People/Project 3 Interactive: Uses Vorbis (1.0) for music, voice and sound effects.&lt;br /&gt;
&lt;br /&gt;
* Recent Legacy of Kain Games: On the PC, both &amp;lt;b&amp;gt;Soul Reaver 2&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Blood Omen 2&amp;lt;/b&amp;gt; by Crystal Dynamics/Eidos use Ogg Vorbis for music and sound effects. (Source: [http://www.thelostworlds.net/FAQ.HTML#ogg])&lt;br /&gt;
&lt;br /&gt;
* [http://www.ncsoft.net/eng/ncgames/lineage2_intro.asp Lineage II]: NCSoft Corporation&#039;s 3D MMORPG Lineage II uses Ogg Vorbis for its music. They use 1.0beta3, though.&lt;br /&gt;
&lt;br /&gt;
* [http://www.liveforspeed.net/ Live for Speed]: Online racing simulator uses Ogg for all audio and sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mafia-game.com/ Mafia: The City Of Lost Heaven]: Not sure about any console version, but PC version is reported to use Ogg Vorbis.&lt;br /&gt;
&lt;br /&gt;
* [http://www.capcom.co.jp/rockmanx8/ Mega Man X8]: The PC version of Mega Man X8 makes use of Vorbis for music and dialogue during cutscenes.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mobygames.com/game/gamecube/metal-gear-solid-the-twin-snakes Metal Gear Solid: The Twin Snakes]: Uses Ogg Vorbis for certain cut scenes.&lt;br /&gt;
&lt;br /&gt;
* MotoGP: This motorcycle racing sim uses Vorbis for the music and allows players to drop their own .ogg files into the music dir to listen to them in-game.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mystrevelation.com/ Myst IV: Revelation]: Fourth game in the Myst series. Uses Ogg Vorbis for all music, speech and sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mystvgame.com/ Myst V: End of Ages]: Fifth and final game in the Myst series. Uses Ogg Vorbis for all music, speech and sound effects.&lt;br /&gt;
&lt;br /&gt;
* Nascar Racing Games from Papyrus: They had this to say about their decision and experience:&lt;br /&gt;
  &lt;br /&gt;
  &amp;quot;We&#039;re using a lot of spoken audio in this title (a first for us) and&lt;br /&gt;
  your codec has allowed us to reduce more than 350MB of audio data to&lt;br /&gt;
  about 40MB, a huge savings of memory and disk space! We are very&lt;br /&gt;
  impressed.&amp;quot; --Tom Faiano, Producer 	 &lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;Incorprating Ogg Vorbis into our codebase was quite painless, and in the&lt;br /&gt;
  end, even refreshing. No fuss no muss. Thank you for your efforts!&amp;quot;&lt;br /&gt;
  --Bill Farquhar, Soundguy du jour&lt;br /&gt;
&lt;br /&gt;
* [http://www.codemasters.com/flashpoint/ Operation Flashpoint]: This highly successful military simulation/action game from Codemasters uses Vorbis for the in-game music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.orunner.com/ Ostrich Runner] by Geleos: This funny Russian cartoon-style game for kids and not only kids uses Ogg Vorbis for sound, speech and music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ysagoon.com/glob2/ Globulation 2]: State of the art GPL-ed strategy game!&lt;br /&gt;
&lt;br /&gt;
* [http://www.psobb.com/index.php Phantasy Star Online: Blue Burst]:  Uses Ogg Vorbis for music, stored in data/ogg.&lt;br /&gt;
&lt;br /&gt;
* [http://www.gopostal.com/ Postal 2]: Probably not the game we want to use to showcase Vorbis, but it&#039;s being used in this Unreal-engine-powered ultra-violent game.&lt;br /&gt;
&lt;br /&gt;
* [http://www.praetoriansgame.com/ Praetorians]: This very successful game from Pyro Studios uses Vorbis for its music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.psychonauts.com/ Psychonauts]: Has vorbis.dll and vorbisfile.dll.&lt;br /&gt;
&lt;br /&gt;
* [http://www.quake4game.com/ Quake 4]: Quake 4 is the fourth title in the series of Quake FPS computer games. All game music, speech and sound effects make use of Vorbis.&lt;br /&gt;
&lt;br /&gt;
* [http://www.restricted-area.net/ Restricted Area]: by Master Creating uses Ogg Vorbis for music and VP3 for videos.&lt;br /&gt;
&lt;br /&gt;
* Ricochet: An addictive version of Break out.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rockmanager.net/ Rock Manager]: Vorbis is used in this &amp;quot;new rock &#039;n roll management sim for PC from Pan Vision and Monsterland&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* [http://www.sacred2.com/ Sacred 2] by Studio II: uses multichannel(!) Ogg Vorbis for music, speech and sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.s2games.com/savage/ Savage]: This S2 Games &amp;quot;RTSS&amp;quot; hybrid genre game uses Vorbis for all the in-game music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.serioussam.com/se/ Serious Sam: The Second Encounter]: uses Vorbis for the music, although it is slightly obfuscated so as not to be easily playable by standard Ogg Vorbis players.&lt;br /&gt;
&lt;br /&gt;
* [http://www.serioussam2.com/ Serious Sam 2]: not only uses Vorbis for the music but even Theora for the videos&lt;br /&gt;
&lt;br /&gt;
* [http://www.totalwar.com/community/warlord.htm Shogun: Total War]: Shogun uses Vorbis, but only to distribute - everything is decompressed to wav during the install.&lt;br /&gt;
 &lt;br /&gt;
* [http://www.singles2.com/englisch/index.html Singles 2]: Uses ogg vorbis for sound&lt;br /&gt;
&lt;br /&gt;
* [http://www.lart.pl/en/portfolioItem.php?id=91 Ski Jumping 2004]: A commerical game that accurately models the activity of ski jumping. The game also contains over 700 Ogg Vorbis files.&lt;br /&gt;
&lt;br /&gt;
* [http://mobygames.com/game/sheet/p,3/gameId,3453/ Star Trek: Away Team]: Vorbis is used for all sound in the game - music, voiceover and SFX. This squad-based strategy game is set in the Star Trek Next Generation universe. (Official website is down, using Mobygames link)&lt;br /&gt;
&lt;br /&gt;
* [http://www.splintercell3.com/ Tom Clancy&#039;s Splinter Cell Chaos Theory]: .LS0 files are in fact Ogg Vorbis files.&lt;br /&gt;
&lt;br /&gt;
* [http://www.lucasarts.com/games/swrepubliccommando/ Star Wars Republic Commando]: Vorbis is used in the ambient and game music in this latest action game from LucasArts.&lt;br /&gt;
&lt;br /&gt;
* [http://www.reflexive.net/index.php?PAGE=game_detail&amp;amp;AID=30 Swarm]: A fun little arcade shooter.&lt;br /&gt;
&lt;br /&gt;
* [http://www.swat4.com/ SWAT 4]: SWAT 4 uses Ogg Vorbis for audio files.&lt;br /&gt;
&lt;br /&gt;
* [http://www.there.com/ There]: uses both Ogg Vorbis for the sound effects and Ogg Speex for realtime group voice chat, a first for an immersive consumer-oriented world. Voice has become a very popular part of our product! ** posted by [http://david.weekly.org David Weekly], a There developer.&lt;br /&gt;
&lt;br /&gt;
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* [http://www.riddickgame.com/ The Chronicles of Riddick: Escape From Butcher&#039;s Bay (Director&#039;s Cut)]: Uses Vorbis for all audio and Theora for cutscenes.&lt;br /&gt;
&lt;br /&gt;
* [http://www.thethinggames.com/ The Thing]: Uses Vorbis&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;The original multilanguage distro took three CDs, and went down to &lt;br /&gt;
  only one after I converted all wavs to oggs. Nifty :) Sadly enough, &lt;br /&gt;
  marketing decided to not have one language per CD anyway (probably to &lt;br /&gt;
  annoy people who migrate) :/ Thanks for a very cool (and easy to use)&lt;br /&gt;
  lib/format!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  --Vincent Penquerc&#039;h&lt;br /&gt;
&lt;br /&gt;
* [http://www.asahi-net.or.jp/~cs8k-cyu/windows/tt_e.html Torus Trooper]: Frantic 3D shootemup, using Vorbis for the music. (see also the [http://www.emhsoft.net/ttrooper/ Linux port] and [http://www.apple.com/downloads/macosx/games/action_adventure/torustrooper.html MacOS version])&lt;br /&gt;
&lt;br /&gt;
* [http://www.mikeoldfield.com/ Tr3s Lunas] (aka Music VR episode 1): This game, featuring the music of Mike Oldfield, uses Vorbis for the music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.tribesvengeance.com Tribes: Vengance] by Irration Games/Sierra use Ogg Vorbis for music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.mobygames.com/game/gamecube/true-crime-new-york-city True Crime: New York City]: GameCube version contains over 11,500 Ogg Vorbis files. It is likely that other platform ports also use the same files (note that the [http://www.mobygames.com/game/xbox/true-crime-new-york-city Xbox version] uses Windows Media Audio files in place of Ogg Vorbis files)&lt;br /&gt;
&lt;br /&gt;
* [http://tuxtype.sourceforge.net/ Tuxtyping 2]: Educational typing tutor for kids of all ages! &lt;br /&gt;
&lt;br /&gt;
* [http://www.ufo-aftershock.com/ UFO: Aftershock]: Uses Vorbis for music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufo-afterlight.com/ UFO: Afterlight]: Uses Vorbis for music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.atari.com/us/games/unreal2/pc Unreal 2]: PC version uses Vorbis, usage on consoles not confirmed.&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;We went with Ogg Vorbis due to its excellent playback and compression,&lt;br /&gt;
  and we used it not only for music but also all of the in-game voice.&lt;br /&gt;
  Without it, we never would have been able to fit on two CDs.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  -- http://www.4unrealers.com/entrevistas/263/&lt;br /&gt;
&lt;br /&gt;
* [http://www.unrealtournament.com/ut2003/ Unreal Tournament 2003]: This overwhelmingly-popular multiplayer first person shooter PC title uses Vorbis for its music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.unrealtournament.com/ut2004/ Unreal Tournament 2004]: Yet another Unreal game which uses Vorbis for the music (What about effects and voice? Does anyone know?). The readme file of the demo even mentions Speex!&lt;br /&gt;
&lt;br /&gt;
* [http://sc2.sourceforge.net/ The Ur-Quan Masters]: Port of Star Control 2 to modern computers. Toys for Bob released the source of this amazing game under the GPL in 2002. Ogg Vorbis is used for the dialogue and the background music.&lt;br /&gt;
&lt;br /&gt;
* [http://uru.ubi.com/ Uru: Ages Beyond Myst]: Spinoff from the Myst series. Uses Ogg Vorbis for all music, speech and sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://mobygames.com/game/sheet/p,3/gameId,8635/ Lionheart - Legacy of the Crusader]: An 3/4 RPG from Black Isle. Uses Vorbis for all audio. Thanks to all the guys that made Vorbis great.. (I even donated money myself, someday maybe I can convince the company to kick in some bucks as well). Official site is down, using mobygames link.&lt;br /&gt;
&lt;br /&gt;
* [http://www.global-gaming.com/Dominion/ Urban Dominion] (beta): First Person Massively Multiplayer Online Role-Playing Game by Global-Gaming. Uses Ogg Vorbis for the sound system.&lt;br /&gt;
&lt;br /&gt;
* [http://www.vietcong-game.com/ Vietcong]: Vietnam War First Person Shooter by Pterodon. Uses Ogg Vorbis I believe for the background music.&lt;br /&gt;
&lt;br /&gt;
* [http://vegastrike.sourceforge.net/ Vega Strike]: It is a free spacesim. Ogg Vorbis files are stored in \music\ .&lt;br /&gt;
&lt;br /&gt;
* [http://www.gathering.com/wingsofwar/ Wings Of War]: It is an arcade shooter in times of WWI. Game has ogg.dll, vorbis.dll and vorbisfile.dll - but *.ogg files are not accesible.&lt;br /&gt;
&lt;br /&gt;
* [http://jonof.edgenetwork.org/winbuild/ WinBuild]: Winbuild is a port of Ken Silverman&#039;s [http://www.advsys.net/ken/buildsrc/default.htm original Build engine demo] (for DOS) to Windows. It uses Vorbis compression for the music.&lt;br /&gt;
&lt;br /&gt;
* [http://www.worldofwarcraft.com/ World of Warcraft]: popular massively multiplayer online role-playing game from Blizzard Entertainment use Vorbis for speech and sound effects.&lt;br /&gt;
&lt;br /&gt;
* [http://www.zax-game.com/ Zax - The Alien Hunter]: A large 3/4 view action adventure game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vorbis]]&lt;/div&gt;</summary>
		<author><name>Deltrix</name></author>
	</entry>
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