I’ve got a lot of MP3 assets in my game that need to be looped, and was just wondering if there’s an easy way to implement "gapless" looping mp3 playback that avoids the ‘bit reservoir’ latcency, either in processing or at a code level?
I found a solution at the link below, but thought there might be another (easier) way.
- ringmod asked 10 years ago
[quote="ringmod":1iz49xwy]I just tested this, and I still get glitching when the event loops. Admittedly it’s not as bad as before, but it still glitches. Is there any way around this entirely?
Just to make sure, are you auditioning the mpeg loop post-build, using EventPlayer or the API?
There shouldn’t be any glitching, as per:
Can you give us a bit more detail on how you are encoding and auditioning the loop?
I assume the loop isn’t glitching in PCM form.
- templar answered 10 years ago
I’m auditioning post-build, using fMod Event Player, though usually I just audition them in our game (we’re using the BigWorld engine). The loop I tested with above is just a pure sine wave created in Sound Forge, a 44khz, 16 bit, stereo WAV file, added to a bank that is set to "Stream from Disk", MP3 Compression, 100% compression quality (I guess that means xparent).
Testing it in fMod Designer I notice no glitch at all, using event player I notice a glitch but it is so tiny I’d say it’s in the realm of a few samples or so – not worth worrying about.
I’m getting a sneaking suspicion this might be related to BW’s implementation (or lack thereof) of the fMod engine – we’ve had many other issues with it not fully exposing wholesale chunks of the fMod engines’ features.. I am going to try a few more things and I’ll report back, but if it’s a BigWorld problen I might have to get one of our tools guys to dig into their code or post a more relevant, directed question here if necessary.
Thanks for your help on this.
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