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What Sound format to use? #90596
09/18/06 22:41
09/18/06 22:41
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
what soundformat is the best to use?

Wav, wma, mp3 or ogg?

wav are huge, mp3 must be bought (licence)

ogg is pretty good AFAIk and wmv is good too, but can it be used without buying a licence?

Last edited by SPlKE; 09/18/06 22:46.
Re: What Sound format to use? [Re: sPlKe] #90597
09/19/06 01:11
09/19/06 01:11
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Joined: Mar 2003
Posts: 5,377
USofA
.Ogg is the way to go
From their website

What licensing applies to the Ogg Vorbis format?
The Ogg Vorbis specification is in the public domain. It is completely free for commercial or noncommercial use. That means that commercial developers may independently write Ogg Vorbis software which is compatible with the specification for no charge and without restrictions of any kind. However, the software packages we have developed are available under various free/open-source software licenses with varying allowances and restrictions.

What licensing applies to the included Ogg Vorbis software?
Most (but not all) of our utility software is released under the terms of the GNU GPL. The libraries and SDKs are released under our BSD-like license.

Note that developers are still free to use the specification to write implementations of Ogg Vorbis licensed under other terms.

We make commercial, closed source software. Can I use Ogg Vorbis at all? What licensing do I need to pay?
Again, there are no licensing fees for any use of the Ogg Vorbis specification. As a commercial developer, you are free to create and sell (or give away) open or closed source implementations of Vorbis encoders, decoders, or other tools. However, if you use our software rather than writing an independent implementation, you must respect the terms of the license. Our libraries are available under our BSD-like license and can be used whole or in part by closed source applications.

Are there licensing fees for distributing, selling, or streaming media in the Ogg Vorbis format?
No.

Re: What Sound format to use? [Re: sPlKe] #90598
09/19/06 01:13
09/19/06 01:13
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
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Lion_Ts  Offline
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Posts: 1,185
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yes for ogg and wma. mp3 - yes with restrictions. Look in WIKI about that.

Re: What Sound format to use? [Re: Lion_Ts] #90599
09/19/06 01:46
09/19/06 01:46
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
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sPlKe  Offline OP
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
thank you very much^^ now im sure to use ogg^^

Re: What Sound format to use? [Re: sPlKe] #90600
09/19/06 11:24
09/19/06 11:24
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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after experiments with mp3, wav, ogg, and multi-ecoded formats, i also suggest you to stick with ogg. it's small, loads quickly, good quality, no restrictions.

Re: What Sound format to use? [Re: broozar] #90601
09/29/06 10:03
09/29/06 10:03
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
For Music: ogg (you need to package the player with your product, so
everyone can install it)

For SFX and short comments: WAV (try to use a mono wav, to save space)

Re: What Sound format to use? [Re: Damocles] #90602
09/29/06 15:57
09/29/06 15:57
Joined: Apr 2003
Posts: 1,044
Deutschland
Iron Chancellor Offline
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Iron Chancellor  Offline
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Posts: 1,044
Deutschland
Isn't it necessary to include the GNU license to software which uses .ogg?

Re: What Sound format to use? [Re: Iron Chancellor] #90603
10/01/06 20:27
10/01/06 20:27
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
Maybe it is sufficient to just include the ogg player/codec installer and credits, as the game just
uses this program, and does not have ogg included in the gamecode itself..
But a relevant question.

Re: What Sound format to use? [Re: Damocles] #90604
10/01/06 20:41
10/01/06 20:41
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
for SFX I use 16bit mono. Usually 22kHz, if I have noticeable artefacts in the sounds, I use 44khz, if it works out fine (especially deep sounds) I also use 11Khz. It depends on the type of sound.

For a up to date game you probably should use 44khz for everything.


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