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flashinpan

XNA and sound

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Apparently the way to do it, is to supercompress wav files, seems microsoft enjoys wma aswell, but i suggest going for compressed wav...the wma quality turned out rather -bad-.
A project i'm currently working on have one song per map, and making them wav would make the game extremely big.. and it's intended for xbox live arcade.. I'm not sure how the other devteams managed to find a workaround but i'd really like to know myself.
I second his questions, and any info regarding XNA would be greatly appreciated.

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XNA Game Studio 3.0 supports WAV, MP3*, and WMA through the new audio APIs (Song and SoundEffect). If you install it, the documentation is in the Help files. It's not online just yet.

* WAV and WMA work from those files; MP3 files are converted to WMA at build time.

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