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.ogg sample support #7325
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If they are going to be converted to |
Godot uses IMA-ADPCM compression for sound effects, using .ogg files in
sample players means a very inefficient use of CPU. Best you can do is to
either use .wav files, or import the audio as .smp
…On Sun, Dec 18, 2016 at 2:37 PM, Bojidar Marinov ***@***.***> wrote:
If they are going to be converted to .smp anyway, why bother? The idea
behind using .wav is that wavs are not lossily compressed, and therefore
have no artefacts in them.
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@Duskitty I would convert sounds to mono, 16-bit, 44100 Hz sample resolution wav files (if they are sound effects and your game is a 2d game). And if you really need more space, I would even go with 22050 Hz sample rate. |
As per the above I guess this is a wontfix. |
In case someone lands on this page from a web search, Godot 3.0 and later supports using Ogg Vorbis samples anywhere (regardless of length or purpose): https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-samples MP3 is also supported since Godot 3.3. |
So the game im working on i have most of the sounds as .ogg files, and they arent too too long, but i'd like to keep the smaller file size when using them, would it be possible to add support in sample players for .ogg files?
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