1.04.35 FMOD Designer tool has pretty much only one option for compressed sound on PS3 and that is MP3. In FMOD Ex docs IMAADPCM is mentioned as supported format but I don’t see option for it in FMOD Designer tool.
In one of the recent topics in FMOD EX forum was mentioned that you guys are waiting on AT3 format from Sony.
Can you tell me what are your plans about other compressed audio formats for Playstation 3 in FMOD Designer tool ( ADPCM, AT3 .. atc )
- svetli asked 11 years ago
This thread is 4 years old, in the future feel free to start a new thread in preference to replying to old ones. Things have changed quite a lot since this thread was last touched, in response to your question itself: yes MP3 can seamlessly loop. We do support MP2 on all platforms except PS3. Also if you haven’t seen any activity on your question after a week, give it a bump (empty reply) to push it back to the top, someone will get to it.
- Guest answered 6 years ago
For anyone else wanting to use mp3 compression in the interactive music section, I wanted to point out that, although it works a lot of the time, looping and stitching of segments together can often have pops/seams (no matter how much I tweak the tempo or the source wavs). However, I haven’t had any problems with looping events using mp3 compression (not sure why it’s only a problem with interactive music). I was informed that it’s impossible to predict which songs will not loop/stitch together seamlessly, so I opted to use ADPCM for music on a recent project (fortunately my file size constraints weren’t too restrictive). Going forward, I’m told that CELT will help alleviate the problem, but I haven’t tested that yet. I should also mention that this mp3 issue also shows up on the PC.
- capybara answered 6 years ago
[quote="andrew":1kftbkx8]MP2 will be available in our next release and, as mentioned in the above post, AT3 has been dropped.[/quote:1kftbkx8]
Is an additional license required for (FMOD user) MP2 useage, or do you already have patent licenses in place ?
- m00 answered 11 years ago
That’s almost right. FSBank is an alternative to FMOD Designer. If you are using FMOD Designer, you should import the wav directly, no need to run it through FSBank. In fact, if you run it (or anything else) through FSBank and import the generated .fsb into Designer, it won’t work, which is what I was saying in my previous post.
[quote="m00":1i5r731w][quote="andrew":1i5r731w]MP2 will be available in our next release and, as mentioned in the above post, AT3 has been dropped.[/quote:1i5r731w]
Is an additional license required for (FMOD user) MP2 useage, or do you already have patent licenses in place ?[/quote:1i5r731w]
I believe it was stated in the release notes that MP2 does not require a patent license as MP3 does.
- JamesB answered 11 years ago
Okay, I hear what you’re saying. To make this work I need to create a multichannel wav and import it directly into FMOD Designer. Additionally, I can’t use both FSBank and FMOD Designer simultaniously because they don’t work together.
Correct on the first bit.
You can use .fsb files from FSBank while using the Event API, but you have to do everything manually using the regular C/C++ interface and you can’t import .fsb files from FSBank into your .fdp project (well, you can import them, but they won’t build).
do not try and encode ‘multichannel mp2’ it will not work, besides there being no such thing as far as i know.
FMOD’s mp2 encoder is the one people should be using, which automatically encodes from FMOD Designer anyway. This uses FSBank, which can be used as a standalone anything->fsb compiler anyway (using mp2 encoding if specified).
FMOD’s encoder and decoder support mpeg I and mpeg II to give the widest range of bitrates and sample rate support.
[quote:2oeh3yat]Man, I can’t wait for multichannel support in MP2 and XMA encoded banks. That’s going to be the best thing ever. Well, that and gapless looping in MP2 files [/quote:2oeh3yat]
Agreed! With the right kind of support, we will be able to accomplish great things in the realms of interactive and reactive score implementation.
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