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We found that FMOD_CREATECOMPRESSEDSAMPLE is very convinient feature. Will you plan to support compressed samples in OGG format in nearest future ?

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We won’t be supporting ogg with FMOD_CREATECOMPRESSEDSAMPLE.

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And in one stroke, kills all my motivation to use OGG. Unless I someday find myself writing my own uncompression cache. Guess I’m paying for MP3 licensing, and praying it won’t be a chore to avoid loop artifacts.

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There are no loop artifacts with our mpeg support, we added perfect looping support recently, but try mpeg layer 2 instead of mp3, then you wont have to worry about the licensing issue.

Ogg is a really bloated inneficient format (ie 200kb-600kb per ogg), that allocs memory when you dont expect it. We need a very small fixed memory codec (ie less than 30kb per voice) and i can’t see that happening with ogg without some serious hacking.
It is something I want to look at one day but its has to be put on the backburner for a while while other stuff is being integrated.

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[quote="brett":wo4v98l2]There are no loop artifacts with our mpeg support, we added perfect looping support recently, but try mpeg layer 2 instead of mp3, then you wont have to worry about the licensing issue.[/quote:wo4v98l2]

Hmm… Strange thing. I try to use both mp2/mp3 compression on FSB and loop sound has click-on-end artifacts. Tested on latest Fmod Event Player 1.7.22
I’m disappointed :(

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Noone has reported this yet – are you sure your original source is looping properly? The looping mpeg support is working fine as far as I know.

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it seems if i use looped ogg files as source, fmod produce clicked mp3-compressed fsb.
with looped wav files as source – its ok!
thanks :)

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always use a non lossy format to start with :)

A looped ogg doesnt mean it can be decoded once and the end and start will match, to do that you actually have to keep decoding from the start and playing continuously. Not something that happens during a decode and convert. Basically, decoding it once, is different to continually decoding it.

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