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Does designer support compressed audio in wavebanks?

We just tried to replace a couple of the larger .wavs with .mp3s and our bank got larger (the .wav was at a lower sample rate than the .mp3). I’m guessing when the banks are built the data is uncompressed? If not why else might the bank get bigger when the source files got smaller?

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Can there be a “use original content” option? We absolutly need to use in memory compressed samples.

I guess having integrated mp3 etc compression would negate the need for using the original format but it still seems like it might be useful.

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But why not allow using OGGs in banks? It would be nice if FMOD Designer could be used for designing dynamic music without recompressing source files.

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Something I just noticed which makes the lack of the ‘retain original format’ option even stranger to me is that the fmod sample bank generator has this option for it’s cross platform banks.

Why not in designer and why not for all platforms?

Getting an mp3 license is not a big deal if required. I was assuming we would need one for PS3. For designer to be useful for us on PS3 it needs to support compression a bit better than ADPCM. mp3 seems the logical choice.

Having per file quality settings is important to us and having this ‘retain original format’ option will allow us to procede down this route until and if you implement per file quality settings in designer.

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[quote="brett":zp3vb7zr]no there can’t be a use original content option, we will be supplying our own encoder.
As we probably wont allow mp3 use (unless you get your own mpeg game license from thompson) it will most likely be an mp2 encoder, and you should be using high quality pcm waves for source anyway, not lossily compressed mpeg data. FMOD would have to decompress then recompress it.[/quote:zp3vb7zr]

Do you plan to release this encoder soon?

Also, can you recommend a good quality mp2 encoder?

Thanks.

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retain original format was a hack in fmod3 that did not work if you opened it as a stream because you can’t just seek a stream from one format to another when switching from subsound to subsound. There is no ‘retain original format’ in the more recent versions of fsbank anyway.

ogg decompression codecs use something like 600kb per instance and do dynamic allocations all over the place where as our other codecs use a single fixed block of memory with no dynamic memory allocation (required for fmod’s realtime FMOD_CREATECOMPRESSED sample decoder) and the biggest one is something like 29k for mp3.

ogg is designed for a small file size, not small memory size, you’d be better off using PCM for memory savings with samples than choosing ogg. If you had 32mb for sound, 20mb of that would dissapear just in ogg codec overhead, i dont think that is something we want to even go near.

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[quote="David Bennett":3a6t69a1][quote="brett":3a6t69a1]no there can’t be a use original content option, we will be supplying our own encoder.
As we probably wont allow mp3 use (unless you get your own mpeg game license from thompson) it will most likely be an mp2 encoder, and you should be using high quality pcm waves for source anyway, not lossily compressed mpeg data. FMOD would have to decompress then recompress it.[/quote:3a6t69a1]

Do you plan to release this encoder soon?

Also, can you recommend a good quality mp2 encoder?

Thanks.[/quote:3a6t69a1]

I’m checking out the open source twolame library, located at http://www.twolame.org/

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[quote="malkia":29j6u7si][quote="David Bennett":29j6u7si][quote="brett":29j6u7si]no there can’t be a use original content option, we will be supplying our own encoder.
As we probably wont allow mp3 use (unless you get your own mpeg game license from thompson) it will most likely be an mp2 encoder, and you should be using high quality pcm waves for source anyway, not lossily compressed mpeg data. FMOD would have to decompress then recompress it.[/quote:29j6u7si]

Do you plan to release this encoder soon?

Also, can you recommend a good quality mp2 encoder?

Thanks.[/quote:29j6u7si]

I’m checking out the open source twolame library, located at http://www.twolame.org/[/quote:29j6u7si]

Toolame is what we are going to use for our encoder, havent got into it yet.. maybe next week

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