Closed Duskitten closed 7 years ago
If they are going to be converted to .smp
anyway, why bother? The idea behind using .wav
is that wavs are not lossily compressed, and therefore have no artefacts in them.
Godot uses IMA-ADPCM compression for sound effects, using .ogg files in sample players means a very inefficient use of CPU. Best you can do is to either use .wav files, or import the audio as .smp
On Sun, Dec 18, 2016 at 2:37 PM, Bojidar Marinov notifications@github.com wrote:
If they are going to be converted to .smp anyway, why bother? The idea behind using .wav is that wavs are not lossily compressed, and therefore have no artefacts in them.
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@Duskitty I would convert sounds to mono, 16-bit, 44100 Hz sample resolution wav files (if they are sound effects and your game is a 2d game). And if you really need more space, I would even go with 22050 Hz sample rate. With music I would stay with ogg format and use the streamplayer.
As per the above I guess this is a wontfix.
In case someone lands on this page from a web search, Godot 3.0 and later supports using Ogg Vorbis samples anywhere (regardless of length or purpose): https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-samples
MP3 is also supported since Godot 3.3.
So the game im working on i have most of the sounds as .ogg files, and they arent too too long, but i'd like to keep the smaller file size when using them, would it be possible to add support in sample players for .ogg files?