RE: [GD-Consoles] anyone used Ogg Vorbis on PS2/GCN?
Brought to you by:
vexxed72
|
From: Mat N. \(\(BUNGIE\)\) <mat...@mi...> - 2003-04-14 16:16:07
|
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:mpo...@ed...]=20
Sent: Monday, April 14, 2003 8:24 AM
To: gam...@li...
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
Gam...@li...
https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=3D553
|