RE: anyone used Ogg Vorbis on PS2/GCN?

"Mat Noguchi \(\(BUNGIE\)\)" <[email protected]> Mon, 14 Apr 2003 09:16:01 -0700
Newsgroups gmane.games.devel.consoles
Message-ID <431C56CB7DE68C4DBE791F24EC69A0800714A9AC@red-msg-09.redmond.corp.microsoft.com>
Depends on the sound type. Usually music and background ambience was
stereo; the rest was mono 3d-positioned sound.

MSN

-----Original Message-----
From: Mickael Pointier [mailto:[email protected]]=20
Sent: Monday, April 14, 2003 8:24 AM
To: [email protected]
Subject: Re: [GD-Consoles] anyone used Ogg Vorbis on PS2/GCN?

Mat Noguchi ((BUNGIE)) wrote:
> Talking with our audio guys (admittedly for non PS2/GCN games), even
> at a high quality bitrate, psychoacoustic compression (MP3, Ogg, WMA)
> tends to yield a much higher compression than 4:1 (in our case
> ~3.5:1). Considering that even on the Xbox we had 150 MB of
> compressed 22kHz sound data per level, most of which was level
> specific dialog, you can see how much even just a10:1 compression
> scheme would help, even with a CPU hit.

Is this all stereo sound ?
(I don't expect "dialogs" to be stored as stereo samples)

    Mickael Pointier






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