adventuregamestudio / ags-manual

AGS documentation.
https://adventuregamestudio.github.io/ags-manual/
MIT License
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Update information on supported sound formats #180

Closed ivan-mogilko closed 1 year ago

ivan-mogilko commented 2 years ago

https://github.com/adventuregamestudio/ags-manual/wiki/MusicAndSound

Where it sais about supported formats.

  1. Remove a note about OGG being free compared to MP3. Using MP3 no longer requires legal fees.
  2. Currently supports WAV of 4, 8, 16, 24 and 32-bit sample format.

I'm not fully certain, but there were some OGG encodings that did not work, like flac (need to double check).

ericoporto commented 2 years ago

Removed the non-free information here: https://github.com/adventuregamestudio/ags-manual/wiki/MusicAndSound/_compare/69e519c%5E...69e519c

ericoporto commented 2 years ago

Compatible sound formats list, from https://github.com/icculus/SDL_sound , actual "module" formats are (from modplug source):

Perhaps 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.

ericoporto commented 2 years ago

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.

ivan-mogilko commented 2 years ago

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.

ericoporto commented 2 years ago

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.

ivan-mogilko commented 2 years ago

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.

ericoporto commented 2 years ago

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

ericoporto commented 1 year ago

I think this is enough on sound formats, a new issue can be created if need