EvilTypeGuy wrote:
> 
> On Thu, Aug 23, 2001 at 05:29:29PM -0700, LordHavoc wrote:
> > EvilTypeGuy wrote:
> > News of ogg has not reached my corner of the world, nor have I seen it
> > mentioned on any of the IRC channels (mod and engine development
> > related) I hang out on, that is my point.
> 
> You hang out in the wrong places :) j/k I really don't think that .mod is very
> cpu intensive to perform though, I've seen games on my old computers
> (486/Pentium) that used mere 1-6% of those cpus to do mod decoding (the really
> efficient ones). So I know it can be done...Obviously .wav seems to be a popular
> thing, it's just horribly ineffecient, we should entice people to use a more
> efficient format...

It can be fast if there are only a handful of sound channels active at
any one time and you're using lousy mixing quality (no interpolation at
all).

But good mods don't use just a handful of sound channels, and usually
sound worse without oversampled interpolation :)

Try 32 channels active at once with 8 point oversampled interpolation
and see what the CPU use is on a P166 (here's a hint: 50%).

What's inefficient about wav?  Other than it's size?

> > > > .wav is well known and even easier to make than .mp3, that is the
> > > > reasaon I'm proposing it.
> > >
> > > Yes, i'm a little extremeist, I just despise .wav :) Obviously we have to
> > > support .wav in some way since the original quake used it, but I think for music
> > > we should only support ogg/vorbis, just to encourage the use of it :) It's
> > > really easy to do ogg/ovrbis encoding/playing etc. whether you're using
> > > linux/windows/mac whatever!
> >
> > Yes well my favorite sound format was IFF 8SVX (though I would mention
> > the 16bit version of that if I had ever encountered specs), but we can't
> > always have everything the way we want it. :)
> 
> Muwhahahaa, maybe. But, I will ensure that twilight has ogg/vorbis support one
> way or another :) If we do support .wav music, I would say that quake3's 16-bit
> 22khz mono .wav support only would be ideal, we could then entice people to use
> ogg/vorbis since they could use something other than 16-bit mono 22khz if they
> wanted better quality sound :)

DarkPlaces supports 44khz stereo 16bit wav's for any purpose.

> -EvilTypeGuy

-- 
LordHavoc
Senior Editor for http://www.gamevisions.com
A member of the Brotherhood of The Axe game clan.
Author of DarkPlaces Quake1 engine and mod (
http://darkplaces.gamevisions.com/ )
"War does not prove who is right, it proves who is left." - Unknown

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