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FMod doesn’t seem to support 96khz output, why? I love listening to modules and SPC’s at 96khz in winamp, my Audigy makes them sound great.

Is support for higher sampling rates than 48k planned for future FMod releases?

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Just a little question: can you hear the difference between 96khz and 44khz?
I can understand recording at 96khz is better when you have to perform some mixing and effects on it, but for a final output I doubt you can hear the difference between 96 and 44 khz.
(At least I doubt I would be able to hear the difference)

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In fact, humans can’t really hear a difference between 48/96, professionnals continue record at 96 Khz BUT they also use 24 bits for the sound processing (it seem that the sblive and the audigy have a 20 bits output DSP), wich here, improve the sound.

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Alright, here’s why:
Module files sound 2x better at 96khz than they do at 44khz.
Find a soundcard with support for both, and play some modules at both frequencies. They DO sound better, mainly because of the drastic changes that are generated by the stopping/starting/looping of samples.

And I admit, one of my hobbies is sound editing/mixing in Pro Tools :smile:

<font size=-1>[ This Message was edited by: Janus on 2001-12-08 00:51 ]</font>

<font size=-1>[ This Message was edited by: Janus on 2001-12-08 00:52 ]</font>

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I don’t think there should be something to code… I’m currently listening at a sampling rate of 33075 Hz with my player based on FMOD…

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No, my fmod-based application doesn’t function properly if i set the sample rate above 48k… or at least 88k and 96k don’t work.
I’m not sure if it’s just the MOD playback, or the entire system that doesn’t work, but it destabilizes my entire game engine.

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Just checked, mp3 playback doesn’t work at 96khz either.

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Actually, it doesn’t work at all above 48khz.

It’d be nice if it did, most directsound apps that I use can run at 88 and 96khz.

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Ah, that makes sense… thanks :smile:

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