Optimising Sound?
So that I can have a dynamic soundtrack where music seamlessly fades between tracks I need all of my music to be sound files rather than music files, meaning that they're taking up a lot of memory (about 20MB).
Anyway to cut that down? A specific format to import into GS that keeps size low, or best settings? Currently my music is AIFF, 16 bit and 44100 sample size.
Anyway to cut that down? A specific format to import into GS that keeps size low, or best settings? Currently my music is AIFF, 16 bit and 44100 sample size.
Best Answers
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The_Gamesalad_Guru Posts: 9,922
Gamesalad does not compress audio files. These are cut from two of my series on audio watch the first one scan to 8:00min I explain audio compression and the second video.. Scan up to 7:00min and start watching there and then look on my YouTube for part two. I would output ACC and pick a medium compression rate it's the only way to get your file size down. Aiff is uncompressed audio so you should see a big drop in file size.
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HoneyTribeStudios Posts: 1,792
When using sounds I used to use .ogg files (converted from wav in Audacity) as this is the native sound format in GS.
As an experiment I imported the same set of sounds as (the original) wavs. So they were converted by GS. And they ended up using less RAM than the .ogg files according to the viewer. (EDIT: and there was no audible loss in quality)
But unless you are happy to assign the bulk of your RAM usage to audio, you might want to rethink your sound design and use shorter sounds. Then again if the game runs smoothly and it is doing everything you want it to do then don't worry about it.
Answers
Also, I would recommend importing them as music. Otherwise, are you going to have zero sound FX? If music all you need, then, sure it will work. I think I would prefer sound FX to transitional fades.
I've still got SFX, it's volume is just tied to a different variable than the music sounds.
I do want to keep quality as high as possible (I'm primarily a musician) but my game's framerate is all over the place on a 3GS.
I agree with the "Music" and "Sound" files issue too. Seems like it should be "Static" and "Dynamic" with one being more efficient and the other being more flexible. That would probably be more confusing to GS beginners though.
One other tip the quality of an audio clip is based on it's bit depth more than the sample rate. The best prosumer level bit depth is 24 I see your files are down to 16 so the file type you go with won't produce much loss as you have such a small bit depth. It's always good to start at a higher bit depth and when you compress down the algorithm will dither the weakest bits and leave you with a solid track at 16 bits.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I replaced all of my AIFF files, which when outside of the game come to 38.8MB with MP3 versions which come to 6.7 outside of the game.
Somehow GameSalad Viewer now shows that it's now using 36MB of sound, rather than the 16.8MB it used to use.
Built it again and it was at 19.2MB. Even if it was the 16.8MB it used to be, it still seems strange that it wouldn't be smaller than the AIFF build. Perhaps GS only cares about the length of a file?
Any help @FryingBaconStudios / anyone?
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I should point out that all of the sounds added together, music and SFX comes to about 4 minutes of material.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS