Re: Advice on audio file media protection?
Re: Advice on audio file media protection?
- Subject: Re: Advice on audio file media protection?
- From: Brian Willoughby <email@hidden>
- Date: Mon, 23 Feb 2009 18:46:00 -0800
Paul,
Jens has already done a good job of summarizing the issue. I only
want to add one question:
Do you really want to make your paying customers deal with the
additional CPU usage that it will take to implement your simple coding?
The iPhone is not a full-blown Mac with CPU to waste. It's probably
best to minimize the run time calculations and just not worry about
people stealing your audio. Cut the bit rate, make it mono, or do
something to make it slightly less desirable than the full-quality
original. Every effort to make your iPhone app take less CPU will
benefit your paying customers, while attempts to protect the audio
will punish the paying customers without really stopping the thieves.
Brian
On Feb 23, 2009, at 17:33, Jens Alfke wrote:
On Feb 23, 2009, at 5:23 PM, Paul Reilly wrote:
It's trivially easy, for anyone who buys/downloads the app, to
strip the media
files from the bundle. So I want to implement some coding which
modifies the
audio files, so they don't play.
It's your app, but this sounds like a waste of time to me. The entire
history of software and MP3 piracy shows that, if someone wants to
get access to the data, they will figure out how to do so, no matter
how cleverly you try to protect it. And it only takes one person;
they'll then post the files to BitTorrent or some sleazy file-hosting
website for everyone.
Honestly, having that kind of demand for the audio in your app is a
good problem to have. If people like it that much, then you can
rerecord it at a higher bit-rate, add a bonus track, give it nice
cover art and sell it on the iTunes Music Store. Or just give it away
for free on your website as a promo for your app (which is exactly
what the developers of World Of Goo are now doing with its soundtrack.)
So my question is how do I access specific bytes of the loaded
sound file
from within AudioQueue Services?
AudioQueues don't read files. They're dependent on you to spoonfeed
the encoded data to them; that's what your callback is for. So in the
callback you just read bytes from the file and, before putting them
in the audio buffers, XOR them with 0xFF or whatever. None of which
will take a determined and 1337 h4xØr more than half an hour to
reverse engineer.
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