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BAM vs. OGG, MP3, S3M, IT

 
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Chenzi
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PostPosted: Wed Mar 05, 2008 12:42 pm    Post subject: BAM vs. OGG, MP3, S3M, IT Reply with quote

Now that we have better music capability, we now have options. Lower filesize, but crappy quality, or larger file size but amazing quality?

Discuss.
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TwinHamster
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PostPosted: Wed Mar 05, 2008 12:47 pm    Post subject: Reply with quote

The current release automatically turns your non-midis into .ogg files which pop out amazingly small file sizes with slight decreases in quality.

I usually go with the -1 compression just because I feel the small size benefit is worth much more than the slight lowering in quality.
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Chenzi
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PostPosted: Wed Mar 05, 2008 12:49 pm    Post subject: Reply with quote

Wasn't aware that it converted them automatically.

Has anyone tried doing a game with tons of voice acting/mp3s? Any issues with filesize or lag?
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Fenrir-Lunaris
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PostPosted: Wed Mar 05, 2008 2:56 pm    Post subject: Reply with quote

Chenzi wrote:
Wasn't aware that it converted them automatically.

Has anyone tried doing a game with tons of voice acting/mp3s? Any issues with filesize or lag?


http://www.castleparadox.com/gamelist-display.php?game=306

Some people have reported the songs sound sped up, probably due to awkward compression. I'd suggest fooling around with different OHR nightlies until you find one that fits right (I'll be tweaking it for next Halloween at any rate).
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Bob the Hamster
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PostPosted: Wed Mar 05, 2008 3:29 pm    Post subject: Reply with quote

WAV and MP3 get converted to OGG.

As for all the tracker formats, MOD, S3M, IT, an XM, those are played directly, although unfortunately virtually nobody ever uses these. I would really like to see them get more testing.

The speed-distortion bug that Fenrir-Lunaris mentioned was '' . bug_title('359') . '', which only affects the music_native backend, which is not the default right now.

We did have some problems with mp3 files crashing in the music_sdl backend (which is currently the default) but that was resolved by auto-converting them to ogg format at import time.

If there are any other music/sound problems with any format, Bugzilla wants to know about them :)
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Chenzi
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PostPosted: Wed Mar 05, 2008 6:03 pm    Post subject: Reply with quote

No idea why people don't use scream tracker files. They're insanely effective. I was hardcore in s3m format before mp3 was even out, plus they're easy to produce.
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Bob the Hamster
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PostPosted: Thu Mar 06, 2008 10:26 am    Post subject: Reply with quote

Chenzi wrote:
No idea why people don't use scream tracker files. They're insanely effective. I was hardcore in s3m format before mp3 was even out, plus they're easy to produce.


Have you composed any yourself? I would love to add a couple to the default library of music included with the OHR.
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TMC
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PostPosted: Sun Mar 09, 2008 1:25 am    Post subject: Reply with quote

James Paige wrote:
The speed-distortion bug that Fenrir-Lunaris mentioned was '' . bug_title('359') . '', which only affects the music_native backend, which is not the default right now.


Not true: It wasn't bug 359 because it only affected music_sdl, while music_native played the music correctly. The problem was that FL used some really weird bitrates and sampling frequencies, especially 42kps/32kHz, which a lot of the songs in the game are.

I wonder if that bug's actually filed...
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Bob the Hamster
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PostPosted: Sun Mar 09, 2008 8:57 pm    Post subject: Reply with quote

The Mad Cacti wrote:
James Paige wrote:
The speed-distortion bug that Fenrir-Lunaris mentioned was '' . bug_title('359') . '', which only affects the music_native backend, which is not the default right now.


Not true: It wasn't bug 359 because it only affected music_sdl, while music_native played the music correctly. The problem was that FL used some really weird bitrates and sampling frequencies, especially 42kps/32kHz, which a lot of the songs in the game are.

I wonder if that bug's actually filed...


I remember the music_sdl problem that Fenrir Lunaris had. That is why we convert MP3 to OGG.

Bug 359 is music_native only, and still unfixed

Or did I misunderstand?
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Rya.Reisender
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PostPosted: Mon Mar 10, 2008 12:16 am    Post subject: Reply with quote

I used to be a big fan of tracker formats, if I can find the old files on my old computer backup I'll try if they work with OHR.
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TMC
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PostPosted: Tue Jun 24, 2008 1:23 am    Post subject: Reply with quote

James Paige wrote:
The Mad Cacti wrote:
James Paige wrote:
The speed-distortion bug that Fenrir-Lunaris mentioned was '' . bug_title('359') . '', which only affects the music_native backend, which is not the default right now.


Not true: It wasn't bug 359 because it only affected music_sdl, while music_native played the music correctly. The problem was that FL used some really weird bitrates and sampling frequencies, especially 42kps/32kHz, which a lot of the songs in the game are.

I wonder if that bug's actually filed...


I remember the music_sdl problem that Fenrir Lunaris had. That is why we convert MP3 to OGG.

Bug 359 is music_native only, and still unfixed

Or did I misunderstand?


Opps, I totally missed this. music_sdl no longer crashes on MP3 files with odd frequencies ('' . bug_title('372') . '') because we're now using a libmad build, however it still can't play back unusual frequencies correctly (much of the music in Vampire's Curse, which is all OGG, though it does seem to play 8kHz OK). This is a problem in sdl_mixer, not in the decoding libraries it uses. The problem is mentioned here. To resample OGGs it looks like we'd need yet another utility, but we could upsample troublesome MP3 files while converting them, we'd just need to detect the frequency of the decoded WAV, which appears easy?
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Chenzi
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PostPosted: Sat Jul 12, 2008 7:31 am    Post subject: Reply with quote

James Paige wrote:
Chenzi wrote:
No idea why people don't use scream tracker files. They're insanely effective. I was hardcore in s3m format before mp3 was even out, plus they're easy to produce.


Have you composed any yourself? I would love to add a couple to the default library of music included with the OHR.


I've never been much of a composer, James. Not very musically oriented. However, I was involved a bit in the Game Music community about 10 years back, so I learned a little bit about the s3m format from TSSF (google TSSF S3M). You could probably get ahold of him and see if he'd be interested in composing a few songs.
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