Re: Advice on audio file media protection?
Re: Advice on audio file media protection?
- Subject: Re: Advice on audio file media protection?
- From: Paul Reilly <email@hidden>
- Date: Tue, 24 Feb 2009 22:25:14 +0000
Thanks Jens, Brian,
In normal cases I would totally agree with you. Personally I dislike DRM.
But in this case I have an obligation to the person I licensed the media
from to protect it in some way.
Paul
On Tue, Feb 24, 2009 at 2:46 AM, Brian Willoughby <email@hidden> wrote:
> 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.
>
>
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden