[Bf-committers] Game Engine Audio status

Eric Svärd eric.svard at gmail.com
Wed Dec 29 12:13:56 CET 2004


Not to try go off-topic, but ogg is supposed to be better than both
AAC and Mp4.  (isn't AAC actually based on mp4 ?)

http://www.rjamorim.com/test/multiformat128/results.html


On Tue, 28 Dec 2004 20:37:21 -0500, zippy <trip at spymac.com> wrote:
> AAC ? Mp4 ? Those are even better than mp3 at better file sizes to boot!
> 
> 
> On Dec 28, 2004, at 6:32 PM, Alexander Ewering wrote:
> 
> >
> > On Tue, 28 Dec 2004, Patrick Mullen wrote:
> >
> >> Yes please include support for at least mp3's (The old sound engine
> >> did support them, although it was very picky on format).  It would be
> >> nice to have midi/mod sound as well, you can do a lot of nice sounding
> >> music with those and take less space.
> >
> > The library I used directly supports mp3 and also modules (via mikmod)
> > and synthesizing general midi files (via old GUS patches).
> >
> > Though I would personally say that any serious music will probably be
> > in MP3/OGG format (which it both supports)...
> >
> > Though the MP3/OGG support would look like this: It would read the
> > MP3/OGG,
> > convert it to raw PCM, and then put it into memory... So you could save
> > on filesize (runtime executable), but in memory, the MP3 will use as
> > much space as if it were a WAV.
> >
> > No big problem with today's memory sizes probably though...
> >
> > Did the former (current) game engine decode in realtime or when
> > loading?
> >
> > | alexander ewering              instinctive mediaworks
> > | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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> >
> 
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