I'm sorry, I don't understand. This is about games that have videos in a compressed format and expect the MF pipelines to be created in a specific way.
Why should I even try switching these to uncompressed videos, when I debugged it and when it's very clear that they just inspect the pipeline and expect to find transforms in there?
I'm sorry, I thought you said there were applications which consume *arbitrary* audio files (like media players) and expect a decoder to always be present. I wanted to press that point because it seemed like you were using the assertion that applications always expect a decoder to inform the design or implementation, but that assertion seemed suspicious to me, because not all files have a compressed format. If this is just about games that ship with bundled media files, with known formats, then I'll repeat what I said earlier: as far as I can see, we don't need to feed *every* compressed format through the PE side. We already have support for feeding only a list of known and recognized formats. All it takes, in fact, is to add those formats to the winegstreamer enumeration, and add translation to wg_format.c. The existing logic in autoplug_continue_cb() *already* takes care of the rest. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/5138#note_62525