Assuming they're good sounds, then I can't see any problem with
sticking with whatever performs best to do the game play justice. This
is still small fry compared to game sizes in the mainstream.

Scott

On 4/10/15, Valiant Galaxy Associates <v...@valiantgalaxy.com> wrote:
> Hi everybody from Aaron here at VGA.
>
> I've had a couple of helpers on our projects ask me why I don't switch
> my audio format for our sounds to ogg instead of just using straight up
> wav format. Interceptor (nearing release) is 256mb when installed. The
> installer is around 130mb. If I convert to ogg the size would be more
> like 45mb or so.
>
> I tested this, I converted everything to a high quality ogg format (I
> didn't want to lose any more sound quality than necessary) and tried
> running it.
>
> Keeping in mind that Interceptor uses the same speech output script
> (voiceover) that Traders of Known Space does, that is to say lots of
> chunks of prerecorded speech, I made some discoveries that were
> important enough that I decided I wanted to stay with wav format.
>
> They tell me that ogg files decompress really quickly. Well this may be
> true, but to my way of thinking, not quickly enough. I have latency
> between the speech chunks that were not there with wav. Using the speech
> file queue before end delay setting (as seen in TKS), I got rid of the
> choppiness this introduced, but it left a slight sluggishness while
> navigating menus that was not there originally for the first time a menu
> item was encountered. However, after the first time hearing a menu item
> it would be as responsive as we are used to with TKS is with its wav
> files for all the times it was heard there after. Also, the second time
> a sequence of files were used that were already used, the choppiness
> eliminated with the speech file queue before end delay was incorrect. So
> if it was choppy the first time you heard a string of combined
> recordings, the next time it repeated that same string it would be less
> choppy. If I fixed the queue before end delay so it wasn't choppy to
> begin with, it would overlap itself for subsequent repeats. I can make
> .ogg format work, but I don't really want to. My purpose for this mail
> is to see if anyone wants to comment on this. How do you feel about an
> audiogame that is half a gigabyte in size? It doesn't bother me at all,
> in fact I kind of like seeing that one of our creations has actually
> grown to be that large, but feel free to let us hear your side of it. I
> probably won't change my mind in the end, but hey if everyone backs me
> up on this I can say "well the community seemed to think it was ok so
> that's what we did". *grin*
>
> One obvious reason to do this is server space and server bandwidth, but
> I don't believe we've got much to worry about there.
>
> P.S., I did say Interceptor is nearing release. As in, development of
> the first release version has been complete for a week or so now and we
> are working on other things to be best prepared to deal with the various
> aspects of doing commercial business. Once some last minute things are
> out of the way we should be ready to roll. Just to be safe, I'd
> hesitantly say that we will have it out before July 2015, but our hope
> is sooner than that. It all depends on how long it takes this paperwork
> to go back and forth and some minor last minute code changes. Another
> game is possibly going to be release at nearly the same time as
> Interceptor, I believe Jeremy has mentioned this on our news page at
> http://valiantGalaxy.com.
>
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