Whats a good format for music and sfx?
Members - Reputation: 952
Posted 12 December 2011 - 08:55 PM
you know you program too much when you start ending sentences with semicolons;
Crossbones+ - Reputation: 23975
Posted 12 December 2011 - 09:05 PM
The correct reason to reject MP3’s is that you don’t have $50,000 (or what-have-you) sitting around for a license.
My Art: http://l-spiro.deviantart.com/gallery/4844241/Realism My Music: https://soundcloud.com/l-spiro
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
Crossbones+ - Reputation: 2709
Posted 12 December 2011 - 09:33 PM
Prime Members - Reputation: 4135
Posted 12 December 2011 - 09:37 PM
However, refer to what your game engine supports - you might be able to optimize even further if you're using something like Unity3D for instance which supports MOD files. They're like MIDI files that include the instrument samples, so they're much cheaper on storage than a fully rendered audio stream like OGG, AAC or other.
Members - Reputation: 10021
Posted 13 December 2011 - 05:09 AM
SFX tend to be small anyway, FLAC will sort out load times but you'll need the decompressed data to play it and there is no point in wasting time decompressing it each time to play.
Members - Reputation: 287
Posted 14 December 2011 - 01:53 AM
There was an article I can't remember enough about to find, but it basically detailed how you use multiple streaming tracks to achieve background music and ambiance
I don't know if they compressed their data into the single track, but I did, and cut & spliced it like I said, so that all the tracks could be streamed off disc to play synchronously with a minimum of disc seeks. It's a background and ambiance method I highly recommend it if you can get it working and looping correctly. I managed to get in functional to at least some level, there might be some noticeable problems with the directX sound playback version, but I haven't had the time to go hunting for barely perceivable glitches. But yeah, minimum number of seeks (theoretically zero except 1 when playback returns to start for loop) so it'll play smoothly of a disc, and if you have too many tracks playing side by side, you can just cut them up into smaller pieces when you splice them together into the one file.
Members - Reputation: 341
Posted 14 December 2011 - 02:21 AM
OGG is more a compression/uncompression algorithm than an actual format...
technically, isn't ogg just a container like that of zip files, or mkv files.
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.