Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread Thomas Ward

Hi Cory,
I don't really think that was Che's point. Weather someone uses sound 
encryption or not DirectX DirectSound only supports PCM wav files. 
While it might be nice to use some  popular compression formats like 
wma, ogg, mp3 it isn't necessary when we are looking at 100 to 500 gig 
hard drives, high speed internet, etc which are becoming more and more 
prevelant with most blind gamers. Yeah, i do know in some countries they 
still have paid downloads, perhaps can't afford to get the latest and 
greatest computers, etc but we can't always design a game or software 
product based on the least up to date or equipped person either.
It is sort of like I know there are still a few blind computer users 
running Windows 98/ME. That's fine if that is what they have, but since 
most people have at least Windows XP and several now have Vista that is 
my primary target group. Since 98/ME isn't well supported by newer 
versions of DirectX, the .NET Framework, etc I'm not going to go out of 
my way to downgrade everything to support an  operating system no longer 
officially supported by Microsoft and the majority of software companies 
out there.
Same goes for older computers and dial up access. It is really a 
technology that is passed its prime,and is dying out very fast. I 
suspect that even current dialup users and those running older systems 
will eventually be forced to upgrade as the demands for newer systems 
and high speed internet becomes an essential necessity for todays 
computing environment. Most companies assume you must upgrade someday, 
and the way technology is changing that is a realistic expectation. What 
we see as change today is the standards of tomorrow.

Smile.

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Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread Thomas Ward

Hi Shaun,
These days even a 10 GB game is only about mid sized. I've heard some of 
the PS3 titles, which require a blue ray disk, are 25 GB ore more. The 
detailed graphics, higher screen resolutions, plus high quality audio 
put into those PS3 titles are huge files. So what is a couple hundred MB 
compared to that.

Smile.

shaun everiss wrote:
 well we are behind on sizes for sighted games, at full some of these 
can take at least 4 gb as standard size, maybe less but at least 1 or 2 gb.

 Some are more like 6-10gb for a big game.
 demos are atleast 1gb if not more.
 most of that is graphics, still.
 Its time we try to stay with it.
 the lowest game size is around 500mb these days.
 I used to think like 1mb being quite large, but then the games were 
60-300kb each.

 not to much but in that time it was loads bigger.
 Oh and with sighted games that say are a gb they can expand to maybe 
20 or more with expantion packs, mods, etc.

 so 125 aint big.
 I think with the acception of teraformas, the bavisoft stuff which is 
400 each, and mudsplat, we probably don't have anything to worry about 
with game sizes.



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Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread shaun everiss
I meant pc games tom, not consoles.
At 02:10 a.m. 11/03/2009, you wrote:
Hi Shaun,
These days even a 10 GB game is only about mid sized. I've heard some of the 
PS3 titles, which require a blue ray disk, are 25 GB ore more. The detailed 
graphics, higher screen resolutions, plus high quality audio put into those 
PS3 titles are huge files. So what is a couple hundred MB compared to that.
Smile.

shaun everiss wrote:
 well we are behind on sizes for sighted games, at full some of these can 
 take at least 4 gb as standard size, maybe less but at least 1 or 2 gb.
 Some are more like 6-10gb for a big game.
 demos are atleast 1gb if not more.
 most of that is graphics, still.
 Its time we try to stay with it.
 the lowest game size is around 500mb these days.
 I used to think like 1mb being quite large, but then the games were 60-300kb 
 each.
 not to much but in that time it was loads bigger.
 Oh and with sighted games that say are a gb they can expand to maybe 20 or 
 more with expantion packs, mods, etc.
 so 125 aint big.
 I think with the acception of teraformas, the bavisoft stuff which is 400 
 each, and mudsplat, we probably don't have anything to worry about with game 
 sizes.


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Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread Thomas Ward

Hi Shaun,
Smile. I know. I merely wanted to illistrate the point that games are 
getting larger and larger all the time in the mainstream community. As 
technology advances it only seams reasonable that accessible games would 
get larger, more detailed, and so on if the game developer decides to 
really go all out on the project I'm using fairly high quality sounds 
for the game, and as a result the size is quite big for an audio game..


shaun everiss wrote:

I meant pc games tom, not consoles.



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Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread Charles Rivard

You mean that Windows 3.11 won't operate your games??  Aw!  Nuts!  (grin)
- - -
A taxpayer voting for a Democrat is like a chicken voting for Colonel 
Sanders!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 10, 2009 5:46 AM
Subject: Re: [Audyssey] file format for MOTA sounds



Hi Cory,
I don't really think that was Che's point. Weather someone uses sound 
encryption or not DirectX DirectSound only supports PCM wav files. While 
it might be nice to use some  popular compression formats like wma, ogg, 
mp3 it isn't necessary when we are looking at 100 to 500 gig hard drives, 
high speed internet, etc which are becoming more and more prevelant with 
most blind gamers. Yeah, i do know in some countries they still have paid 
downloads, perhaps can't afford to get the latest and greatest computers, 
etc but we can't always design a game or software product based on the 
least up to date or equipped person either.
It is sort of like I know there are still a few blind computer users 
running Windows 98/ME. That's fine if that is what they have, but since 
most people have at least Windows XP and several now have Vista that is my 
primary target group. Since 98/ME isn't well supported by newer versions 
of DirectX, the .NET Framework, etc I'm not going to go out of my way to 
downgrade everything to support an  operating system no longer officially 
supported by Microsoft and the majority of software companies out there.
Same goes for older computers and dial up access. It is really a 
technology that is passed its prime,and is dying out very fast. I suspect 
that even current dialup users and those running older systems will 
eventually be forced to upgrade as the demands for newer systems and high 
speed internet becomes an essential necessity for todays computing 
environment. Most companies assume you must upgrade someday, and the way 
technology is changing that is a realistic expectation. What we see as 
change today is the standards of tomorrow.

Smile.

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Re: [Audyssey] file format for MOTA sounds

2009-03-10 Thread Thomas Ward

Hi Charles,
Very funny. I don't think anything written in the passed 5 to 10 years 
supports Windows 3.11.  Besides Windows 3.11 isn't an operating system 
but a graphical user interface for MS Dos.

Smile.


Charles Rivard wrote:

You mean that Windows 3.11 won't operate your games??  Aw!  Nuts!  (grin)
- - -
A taxpayer voting for a Democrat is like a chicken voting for Colonel 
Sanders!



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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Che
 These kind of things used to be an issue with games when they were crammed 
on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
broadband and huge hard drive spaces, it is the rare gamer that cares how 
large the file is. and we might as well take advantage of that with the best 
sounding files available along with the quickest response times, which .wavs 
afford.
 I use mp3's for music in my games, but other than that it is all standard 
wav files, allowing the end user to modify the sounds if they wish.

 Just this developers two cents worth.
 later,
che

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:20 PM
Subject: [Audyssey] file format for MOTA sounds



Hi Tom,

Just had a thought, but I kept it on list in case it does end up
grabbing you and other developers that might have more knowledge want
to chime in.

Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?  It just occurred that
now that you've started running multiple threads, using well encoded
mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download
and instalation directory.  As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Whether you end up making any changes to go with that or not, thought
it was worth a quick note to point out to you that at the moment all
the files I checked in the speech directory are in stereo.  Lowering
the sample rate of those as you have makes perfect sense and is a bit
of a space saver, you can half the filesize of that again by using
mono files.  Perhaps you knew that already and it doesn't play ball
with the engine in some way, but thought it was worth a mention in
case you're not a big sound geek.

Cheers
Scott

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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Thomas Ward

Hi Scott,

Scott Said:
Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?

Tom Says:
Yes, that is correct. Seeing as the current sound support using DirectX 
is very stable I'm likely going to stick with it straight through to the 
final release. I don't really see any need to switch to another 
multimedia API at this point for Windows users.


Scott Said:
It just occurred that now that you've started running multiple threads, 
using well encoded

mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download

Tom Says:
I agree, but unfortunately Microsoft DirectSound does not have mp3, ogg, 
or wma support. Microsoft DirectSound only supports PCM wav files. So in 
order to convert my sounds to mp3, ogg, wma I would have to drop 
DirectSound and use some other API such as XAudio2 which supports wma, 
SDL which supports ogg, or DirectShow which supports mp3. On the other 
hand mix and match these to get the support for everything. Obviously, 
we are talking about a fairly serious upgrade to the Genesis engine to 
use compressed file formats.


Scott Said:
As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Tom Says:
Yeah, mp3 files, wma files, etc do have to be decoded/decompressed when 
loaded into memory so it would definitely increase the lag time if there 
is a bunch of them that have to be opened at once. Typically, the way 
the big name game studios handle this is they use wav files for gun 
shots, footstep souns, all the usual common effects. For music and big 
long background loops they make those into mp3 files. They use 
DirectSound for common effects and Microsoft DirectShow for music and 
ambience. At least that is how it was done with older games using DirectX.
With the release of XAudio2 it can play either wav or wma. From what I 
am reading on the new DirectX and XNA specifications you would use wma 
for the ambience, music, and other big loops, and wav files for sound 
effects. This of course makes sense.
However, since there isn't currently a compatible .NET dll for 
XAudio2.dll I'd have to write one. That could take quite some time and 
energy. Time and energy I don't really have at the moment.

HTH


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Thomas Ward

Hey che,
I have to agree with you on this. At this point fully installed 
Mysteries of the Ancients is only about 125 MB. That is not really that 
large when we take in account that most people these days do have high 
speed internet, every computer made in the last couple of years has at 
least 100 gigs of drive space, and I've been seeing more systems with 1 
or 2 gigs of ram of late. So with all these resources we might as well 
use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I 
compare it to the mainstream games I have installed on this computer. 
Star Trek Elite Force 1 and 2 are each over a gig, Tomb Raider Angel of 
Darkness is 4 gigs, the demo of Tomb Raider Under world is 2 gigs, etc. 
Compared to games like that Mysteries of the Ancients is sort of 
laughable as far as size goes. In perspective I don't think the game is 
really that big.



Che wrote:
 These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that 
cares how large the file is. and we might as well take advantage of that 
with the best sounding files available along with the quickest response 
times, which .wavs afford.
 I use mp3's for music in my games, but other than that it is all 
standard wav files, allowing the end user to modify the sounds if they 
wish.

 Just this developers two cents worth.
 later,
che



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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread shaun everiss
well we are behind on sizes for sighted games, at full some of these can take 
at least 4 gb as standard size, maybe less but at least 1 or 2 gb.
Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 60-300kb 
each.
not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or more 
with expantion packs, mods, etc.
so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 each, 
and mudsplat, we probably don't have anything to worry about with game sizes.
At 12:44 p.m. 10/03/2009, you wrote:
Hey che,
I have to agree with you on this. At this point fully installed Mysteries of 
the Ancients is only about 125 MB. That is not really that large when we take 
in account that most people these days do have high speed internet, every 
computer made in the last couple of years has at least 100 gigs of drive 
space, and I've been seeing more systems with 1 or 2 gigs of ram of late. So 
with all these resources we might as well use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I compare it 
to the mainstream games I have installed on this computer. Star Trek Elite 
Force 1 and 2 are each over a gig, Tomb Raider Angel of Darkness is 4 gigs, 
the demo of Tomb Raider Under world is 2 gigs, etc. Compared to games like 
that Mysteries of the Ancients is sort of laughable as far as size goes. In 
perspective I don't think the game is really that big.


Che wrote:
 These kind of things used to be an issue with games when they were crammed 
 on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
 broadband and huge hard drive spaces, it is the rare gamer that cares how 
 large the file is. and we might as well take advantage of that with the best 
 sounding files available along with the quickest response times, which .wavs 
 afford.
 I use mp3's for music in my games, but other than that it is all standard 
 wav files, allowing the end user to modify the sounds if they wish.
 Just this developers two cents worth.
 later,
che


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Matheus
agree with you shaun here.
-Mensagem original-
De: shaun everiss shau...@xtra.co.nz
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 10 de Março de 2009 12:04
Assunto: Re: [Audyssey] file format for MOTA sounds

well we are behind on sizes for sighted games, at full some of these can take 
at least 4 gb as standard size, maybe less but at least 1 or 2 gb.
Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 60-300kb 
each.
not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or more 
with expantion packs, mods, etc.
so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 each, 
and mudsplat, we probably don't have anything to worry about with game sizes.
At 12:44 p.m. 10/03/2009, you wrote:
Hey che,
I have to agree with you on this. At this point fully installed Mysteries of 
the Ancients is only about 125 MB. That is not really that large when we take 
in account 
that most people these days do have high speed internet, every computer made in 
the last couple of years has at least 100 gigs of drive space, and I've been 
seeing 
more systems with 1 or 2 gigs of ram of late. So with all these resources we 
might as well use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I compare it 
to the mainstream games I have installed on this computer. Star Trek Elite 
Force 1 
and 2 are each over a gig, Tomb Raider Angel of Darkness is 4 gigs, the demo of 
Tomb Raider Under world is 2 gigs, etc. Compared to games like that Mysteries 
of 
the Ancients is sort of laughable as far as size goes. In perspective I don't 
think the game is really that big.


Che wrote:
 These kind of things used to be an issue with games when they were crammed 
 on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
 broadband and 
huge hard drive spaces, it is the rare gamer that cares how large the file is. 
and we might as well take advantage of that with the best sounding files 
available 
along with the quickest response times, which .wavs afford.
 I use mp3's for music in my games, but other than that it is all standard 
 wav files, allowing the end user to modify the sounds if they wish.
 Just this developers two cents worth.
 later,
che


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Constantine
Yeah, I agree there too. I downloaded mud splat and went wow that's huge. 
Took a look at some of the other games, like world of warcraft, went wow, 
that's gigantic.



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- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:04 PM
Subject: Re: [Audyssey] file format for MOTA sounds


well we are behind on sizes for sighted games, at full some of these can 
take at least 4 gb as standard size, maybe less but at least 1 or 2 gb.

Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 
60-300kb each.

not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or 
more with expantion packs, mods, etc.

so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 
each, and mudsplat, we probably don't have anything to worry about with 
game sizes.

At 12:44 p.m. 10/03/2009, you wrote:

Hey che,
I have to agree with you on this. At this point fully installed Mysteries 
of the Ancients is only about 125 MB. That is not really that large when 
we take in account that most people these days do have high speed 
internet, every computer made in the last couple of years has at least 100 
gigs of drive space, and I've been seeing more systems with 1 or 2 gigs of 
ram of late. So with all these resources we might as well use them if they 
are available.
Besides that, Mysteries of the Ancients is extremely small when I compare 
it to the mainstream games I have installed on this computer. Star Trek 
Elite Force 1 and 2 are each over a gig, Tomb Raider Angel of Darkness is 
4 gigs, the demo of Tomb Raider Under world is 2 gigs, etc. Compared to 
games like that Mysteries of the Ancients is sort of laughable as far as 
size goes. In perspective I don't think the game is really that big.



Che wrote:
These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that 
cares how large the file is. and we might as well take advantage of that 
with the best sounding files available along with the quickest response 
times, which .wavs afford.
I use mp3's for music in my games, but other than that it is all 
standard wav files, allowing the end user to modify the sounds if they 
wish.

Just this developers two cents worth.
later,
che



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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Cory Kadlik
okay Che, but it doesn't bother you that others may be changing the files 
you spent your hard earned money on?


Just my thoughts
 Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:41 PM
Subject: Re: [Audyssey] file format for MOTA sounds


 These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that cares 
how large the file is. and we might as well take advantage of that with 
the best sounding files available along with the quickest response times, 
which .wavs afford.
 I use mp3's for music in my games, but other than that it is all standard 
wav files, allowing the end user to modify the sounds if they wish.

 Just this developers two cents worth.
 later,
che

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:20 PM
Subject: [Audyssey] file format for MOTA sounds



Hi Tom,

Just had a thought, but I kept it on list in case it does end up
grabbing you and other developers that might have more knowledge want
to chime in.

Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?  It just occurred that
now that you've started running multiple threads, using well encoded
mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download
and instalation directory.  As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Whether you end up making any changes to go with that or not, thought
it was worth a quick note to point out to you that at the moment all
the files I checked in the speech directory are in stereo.  Lowering
the sample rate of those as you have makes perfect sense and is a bit
of a space saver, you can half the filesize of that again by using
mono files.  Perhaps you knew that already and it doesn't play ball
with the engine in some way, but thought it was worth a mention in
case you're not a big sound geek.

Cheers
Scott

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