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I’ve got a bank file that contains two OGG samples that are 246KB and 296KB respectively. When compiled into FSB using MP2, the FSB file is 2.8MB. Playing with different settings on the bank sees this reduced to 2.5MB at it’s smallest (inc trying MP3). CELT compression causes FMODDesigner to crash, unfortunately, so I can’t test that.

My question is, why is the bank file so large in comparison to the source samples? I would have expected it to be similar in size to the sum of the source samples i.e. approx 550KB but it’s wading in at 5 times that.

Am I missing something?

I’m using FMOD Designer v4.32.08 (Jan 31 2011).

Thnx in advance.

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[quote:1ew2u79e]CELT compression causes FMODDesigner to crash, unfortunately, so I can’t test that.[/quote:1ew2u79e]
That shouldn’t be happening what version of designer are you using?

[quote:1ew2u79e]My question is, why is the bank file so large in comparison to the source samples?[/quote:1ew2u79e]
That is because your source data is compressed. What is happening is Designer will decompress that 246KB ogg file into a WAV in memory which massive, it will then encode that WAV into your chosen format. This is because audio codecs compress raw audio data, you cannot encode ogg data into MP2 and double compress it. For this reason it is always better to use a lossless format such as WAV or FLAC for the source audio files, rather than a lossy format such as MP3 or OGG.

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Hi Peter,

Thnx for the reply.

Version: It’s in my original post.

File Sizes: We’ve gotten to the bottom of the issue. Whilst your suggestion of using WAVs as source files makes sense, I wasn’t expecting FMODDesigner to double-compress the files. Rather, I was expecting it to produce FSB files of the same size as the source OGGs. The reason it doesn’t is because the source OGG files were prepared with lower (and variable) bitrates – something OGG allows you to do but isn’t how MP2/3 works. It’s taken quite a bit of too-ing and fro-ing with our Audio Team to figure this out.

Their brief was to make the audio files as small as possible to make downloading them as quick as it could be for end-users.

Between this brief and the functionality provided by the standard MP2/MP3 encoder, the FSB files get encoded at the standard bitrate which obviously makes them larger than the OGGs.

For now, I guess we’re going to have to workaround this by reducing the sizes of our samples in more traditional ways.

However, for the future, it would be awesome if the encoder for FSBs could be set to something like OGG and we have the ability to reduce or control the bitrate to produce much smaller bank files.

Thnx for your help on this.

I don’t know much about CELT compression so don’t know if this will achieve the reduction we want.

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You can reduce the size of the DSP by changing the ‘Compression Quality’ property. FSB does not support OGG files because they it is an extremely resource hungry format, using OGG on any platform will blow your runtime memory and CPU budget out the window.

Edit: With regards to the CELT encoder crash I have looked through our revision history and that is a known issue in 4.32 branch. It is fixed in for versions 4.34 onward.

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Okay, thnx Peter.

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I’ve resurrected this thread because I’ve got a few questions regarding file sizes.

When building the sound banks, the file sizes show up on my system fine ie 811KB, 729, 4MB. All in all it should be under 10MB for sure. When I go up a level to see the complete folder size, I notice that the folder size is SIGNIFICANTLY higher than what’s in the folder. It shows the folder as 35MB. Everything that’s in the folder is what Designer produces and what’s in there definitely does not add up to 35MB. This has been happening since I started using FMOD.

All my files start out as WAVs then I use MP3 and ADPCM compression through Designer 4.40.07.

Any thoughts as to why this happens?

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The FSBank encoder creates cache files to speed up the build process on subsequent runs. These are hidden files so you wont see them in explorer unless you set it to show hidden files.

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