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I’m not sure which compression format that’s the most suitable for the PS Vita, the supported formats are PCM, HEVAG, AT9, ADPCM, MP3 and MP2.

MP3 would be the obvious answer if it weren’t for the license issue, I noticed that Sony included a license for MP3 in the PS3 SDK, is it the same for the Vita?

I don’t seem to be able to find any information about HEVAG or AT9 anywhere, what are their pros and cons?

Thanks

// G-man

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The main format for use on PS Vita is HEVAG, it is a variant of ADPCM and supported as an FMOD_HARDWARE channel. You’ll most likely want to use FMOD_HARDWARE as much as possible because decompression, resampling and mixing are all done in dedicated hardware instead of using CPU resources. AT9 should be used for music streams, it provides better compression than HEVAG and is likewise decompressed in hardware but you only have a limited number of these decoders available.

MP3 doesn’t have the same license exemption on PS Vita that PS3 has and will consume significant CPU resources if overused (the same goes for MP2). ADPCM or PCM would be a good option if you require FMOD_SOFTWARE channels as it’s the lightest consumer of CPU resources.

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Thanks for the info, Mathew. I’m just getting familiar with the Vita. Has anything changed since you wrote that? Also, do you know what the limit is on AT9 voices, and on HEVAG voices?

Lastly, is the Vita able to handle a lot of streams (relative to the Xbox 360), provided the hardware decoder has capacity for them? For one game, we had about 50-60 streams going on the Xbox 360.

Thanks,
Sean

  • Mathew Block
    Nothing has changed regarding hardware voices in the last year. AT9 is limited to 16 mono / 8 stereo streams and has a non-zero CPU cost so it's best to stick to HE-VAG wherever possible. Hardware HE-VAG channels are limited to 32 (mono or stereo).
  • Capybara
    Great. Thanks, Mathew! I don't seem to have much luck digging up this kind of info on the Sony Dev Net site.
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