Closed ivan-mogilko closed 1 year ago
Removed the non-free information here: https://github.com/adventuregamestudio/ags-manual/wiki/MusicAndSound/_compare/69e519c%5E...69e519c
Compatible sound formats list, from https://github.com/icculus/SDL_sound , actual "module" formats are (from modplug source):
.wav
, Wave files.mp1
, .mp2
, .mp3
, MPEG-1 layers I-III.ogg
, Ogg Vorbis files.flac
, Free Lossless Audio Codec files.aiff
, Audio Interchange format files.au
, Sun/NeXT Audio files.shn
, Shorten files.voc
, Creative Labs Voice files.mid
, MIDI files.pcm
, Raw PCM data.669
, Composer 669 / UNIS 669 module.amf
, ASYLUM Music Format / Advanced Music Format(DSM).ams
, AMS module.dbm
, DigiBooster Pro Module.dmf
, DMF DELUSION DIGITAL MUSIC FILEFORMAT (X-Tracker).dsm
, DSIK Internal Format module.far
, Farandole module.gdm
, General Digital Music.it
, Impulse Tracker IT file.mdl
, DigiTracker module.med
, OctaMed MED file.mod
, ProTracker / NoiseTracker MOD/NST file.mt2
, MadTracker 2.0.mtm
, MTM file.okt
, Oktalyzer module.ptm
, PTM PolyTracker module.psm
, PSM module.s3m
, ScreamTracker file.stm
, ST 2.xx.xm
, FastTracker IIPerhaps we don't need to put all, but select the most commonly expected ones and just list them? Like, ogg, mp3, flac, mid, mod, it, xm and mdl.
Curiously the Editor only supports a smaller range of Sound Formats: https://github.com/adventuregamestudio/ags/blob/master/Editor/AGS.Types/Enums/AudioClipFileType.cs
So only OGG, MP3, WAV, VOC, MIDI, and MOD.
Curiously the Editor only supports a smaller range of Sound Formats: https://github.com/adventuregamestudio/ags/blob/master/Editor/AGS.Types/Enums/AudioClipFileType.cs
That's formal sound type definition, meanwhile here it registers several extensions with the same file type constant: https://github.com/adventuregamestudio/ags/blob/c7bd448dfffc197c4398a38395b444457c958d24/Editor/AGS.Editor/Components/AudioComponent.cs#L38-L53
I also don't remember if the audio type bears any actual meaning today.
I think the Editor is "limited" by what's available for the Irlicht media component. So perhaps we use the last list of formats you sent (in AudioComponent.cs) and then in the future create a new ticket and devise a way to use SDL_sound in the editor instead.
I think the Editor is "limited" by what's available for the Irlicht media component.
It's not really limited to that, the media component affects only the preview, but no the game compilation.
Another thing, for instance, game files may be compiled by another tool which does not care about sound format, as it just packages files.
EDIT: oh, I forgot, the engine needs to know the file extension, and it has a limited list of these for automatic search, so that might still affect the things.
We could use this table in the manual right now, and then add more once we remove limitations in the Editor, but we also will need to verify they actually work in SDL_sound as advertised!
available sound formats
extension | Sound Format |
---|---|
.ogg |
Ogg Vorbis |
.wav |
Wave (8, 16, 24 and 32 bit) |
.mp3 |
MPEG-1 Audio Layer III |
.voc |
Creative Labs Voice |
.mid |
MIDI (requires Soundfont) |
.mod |
ProTracker / NoiseTracker MOD |
.xm |
FastTracker II |
.s3m |
ScreamTracker file |
.it |
Impulse Tracker |
I also don't think that MIDI limitation exists now that it's using SDL_sound, but the limitation now is due to Soundfont.
Edit: added the table above in the topic in the manual
https://github.com/adventuregamestudio/ags-manual/wiki/MusicAndSound/_compare/8573fc0%5E...8573fc0
I think this is enough on sound formats, a new issue can be created if need
https://github.com/adventuregamestudio/ags-manual/wiki/MusicAndSound
Where it sais about supported formats.
I'm not fully certain, but there were some OGG encodings that did not work, like flac (need to double check).