Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Sound Files - is uncompressed WAV the only option?

Author
Message
lmr2013
10
Years of Service
User Offline
Joined: 15th Jul 2013
Location:
Posted: 17th Feb 2015 06:54
Hi all,

with sound files - is there any way that you can use any format other than an uncompressed WAV file.? Ideally i want to use some form of compressed format.

I have a game with large number of sound files, whilst each one is relatively small-ish in length, using uncompressed WAV is still coming in over 300mb which seems a lot of space just for my sounds and I haven't finished the sounds yet (especially as the game is also aimed towards the smaller handheld mobiles).

for the music backing track, I have use compressed M4A file. If I convert all my sound files into M4A they are a fraction of the size of the uncompressed WAV, but I can then only play M4A as music which only plays one at a time.

Unfortunately, I need to play multiple sounds simultaneously or it sounds odd and dont fit the game.

Thanks in advance for any advice.
JimHawkins
14
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 17th Feb 2015 08:57
You have to use uncompressed WAV files. You could try zipping them, but it probably won't help much.

Onwards and sometimes upwards
JohnnyMeek
11
Years of Service
User Offline
Joined: 23rd Apr 2013
Location: Slovenia
Posted: 17th Feb 2015 11:46
if you're targeting mobile you can get away with lower sample rates, and probably just mono wavs.

Try resampling the audio based on the frequency of the initial sound. The sample rate should be 2x the highest frequency of the sound.
JimHawkins
14
Years of Service
User Offline
Joined: 26th Jul 2009
Location: Hull - UK
Posted: 17th Feb 2015 11:48
Yes - but bear in mind that some devices will only play certain sample rates - typically 8000, 16000, possibly 22050, and always 44100. Not all will play 8-bit.

Onwards and sometimes upwards
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 17th Feb 2015 13:09
Also, try changing the rate and volume of an instance of a sound with SetSoundInstanceRate and SetSoundInstanceVolume to help diversify a smaller set of WAVs.

V2 T1 (Mostly)
Uzmadesign
lmr2013
10
Years of Service
User Offline
Joined: 15th Jul 2013
Location:
Posted: 17th Feb 2015 19:43
Thanks everyone for the tips.

I will resample the files to reduce.

Login to post a reply

Server time is: 2024-05-18 20:06:04
Your offset time is: 2024-05-18 20:06:04