Closed RustoMCSpit closed 1 year ago
also when the time comes maybe consider moving images to .jxl? it isnt that well adopted yet though
Thanks, I didn't know about opus.
.jxl
is currently not supported yet by the Godot Engine https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_images.html#supported-image-formats
Also .opus
is currently not supported https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html#supported-audio-formats
I'll close the issue and reopen it, once the file formats are supported.
.ogg vorbis is
.wav wastes storage and isnt foss
The WAV format specification is public (it's also fairly simple) and there are no known active patents around it. This makes the format easy to use in open source software.
.wav wastes storage and isnt foss
The WAV format specification is public (it's also fairly simple) and there are no known active patents around it. This makes the format easy to use in open source software.
oh cool didnt know
@RustoMCSpit I changed now all .wav to .ogg after I saw the big file size difference it makes. Thanks for the hint!
@RustoMCSpit I changed now all .wav to .ogg after I saw the big file size difference it makes. Thanks for the hint!
whens the next update coming!!
@RustoMCSpit I changed now all .wav to .ogg after I saw the big file size difference it makes. Thanks for the hint!
btw just in case you dont know, .wav is lossless so no quality is lost but .opus is lossy so the quality is slightly worsened. the difference is honestly very minimal though
game/assets/sounds/music.wav.import game/assets/sounds/chill-music.wav.import
.wav wastes storage and isnt foss, even if lossless was needed .flac would be better. storing via lossy would be better