I have tried the record mode and am wondering why is the output .wav file larger than all the files in the event. To save space and cpu shouldn’t the resulting output be smaller? also when I listen to the end result of the file. the Pitch has changed. could it be that Fmod is resamplig to another format. I tried to open the resulting .wav in Wavelab and it is not supported by wavelab.
- lutin76 asked 9 years ago
.wav files are uncompressed so they are usually large compared to other sound files. The size of the file also dependent on the sample rate.
[quote:3nvgul89]To save space and cpu shouldn’t the resulting output be smaller[/quote:3nvgul89] To save space the file should be smaller, to save CPU the file should be bigger. Compressing/decompressing sounds is extra work for the CPU.
[quote:3nvgul89]the Pitch has changed[/quote:3nvgul89] this happens when a sounds is playing too quickly. i.e. the file is being played at the wrong sample rate. What are you using to play back the file?
I used winamp because Wavelab would’nt play the resulting .wav files.
my question is if I have 4 .wav files in the events that weigh toghether 1000kb and use the record mode to save space and the resulting .wav is 7000kb what use is this to me. am I doing something wrong? I want to save space. I am making a build for the Wii my fsb files weigh 40mb and I want to take them down to 10mb or less. can you help?
The .wav will always be larger.
[quote:3p9sl88v]I am making a build for the Wii my fsb files weigh 40mb and I want to take them down to 10mb or less[/quote:3p9sl88v]
In FMOD Designer make sure you have the GCADPCM type compression selected. That will create smaller files than PCM. If you have any 3D events using stereo sounds you can down mix them to mono in wavelab to save some extra space.
Hope this helps.
GCADPCM is 4:1 compression. It is the only format you should be using so you get hardware accelleration. If you choose a different format it will start decoding on the main CPU and slow the game down (to answer your question yes mp2 is smaller, it is about 6:1 rather than 4:1)
[quote="lutin76":2fwadzu1]and how about mp2 are they smaller than gcadpcm???[/quote:2fwadzu1]
but I am building my project for Xbox 360 also and want to keep the stereo files for this platform and have these in mono for the Wii. Is there a way to do this without having 2 fmod projects? It is the only way I found and this is not optimal because I have to do the work twice.
Yes there is a way,
See ‘audio source directory’ in your project properties in designer. If you simply duplicate all your sounds into a /wii subdirectory for example, you can hack them as much as you want and the 360 project still points to the original higher quality waves. Just make sure the filenames and directory structure stays the same.
The ‘audio source directory’ is unique to the selected platform.
can you explain how this works better please. because when I do and I want to play a sound after. fmod can’t find the sounds anymore. Plus the compression of sounds is not the only issue. I will have to have less sounds in the Wii version because I can only have less than 10mb for the whole audio. where the xbox version I pretty much can have all the space I need. so for the Wii version I will have less sounds in an event therefore the wavbanks and sound defenitions won’t be the same (right?).
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