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We are going to develop a train simulator for the education of machinist candidates. The simulator will be realistic like the real train, with all of its features. Hence, we need the sounds to be heard by the machinist like driving the real train. We are planning to collect the real train sounds on the train and use FMOD library to provide the sounds.
But we don’t know in which format to collect the sounds. When choosing the sound format to use in our project, we should take into some considerations (such as quality, size, loading time, etc.).
Which format is suitable for this purpose (.wav, .mp3, etc.)? What are the advantages and disadvantages of the sound formats?
I will be appreciated if you help me…

Thanks

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[quote="yuceltas":2m8jqdkz]We are going to develop a train simulator for the education of machinist candidates. The simulator will be realistic like the real train, with all of its features. Hence, we need the sounds to be heard by the machinist like driving the real train. We are planning to collect the real train sounds on the train and use FMOD library to provide the sounds.
But we don’t know in which format to collect the sounds. When choosing the sound format to use in our project, we should take into some considerations (such as quality, size, loading time, etc.).
Which format is suitable for this purpose (.wav, .mp3, etc.)? What are the advantages and disadvantages of the sound formats?
I will be appreciated if you help me…

Thanks[/quote:2m8jqdkz]

wav for effects ALWAYS (played often and by many)
midi or compressed music (mp3, ogg, etc) for music and sounds played seldomly.

mp3, ogg for voice…

wav cost the less on CPU for memory and speed. They play fast and will not affect your game speed.

midi, mp3, ogg require processing to play. Taking away valuable processing power away from your game.

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To collect the sounds? The original source files should ALWAYS be uncompressed audio – either WAV or AIFF.

Integrating those into your final application will depend entirely on your target platform. Sometimes WAV is impractical due to memory and disk limitations. Some form of ADPCM is most common for consoles and handhelds, but you didn’t say what your target is, so we can’t really offer any clear advice here.

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Thanks for your advices; they were very useful:)

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