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 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-consoles mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D553 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-consoles mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553