Talk:Formats/Audio
Formats?
I found a .rtf containing suggested formats with no explanation as to the choices on dropbox. I figured here is a better place than .rtf files on DB.
Category | Format | Channels | Bit rate, sampling rate, whatever |
---|---|---|---|
Weapons and environmental sound effects | WAV | Mono | 16-bit 44.1 kHz |
Buildables and players | WAV | Mono | 16-bit 22 kHz |
Background music | Ogg | Stereo | 128-160 kb/s |
Main menu music | Ogg | /Unspecified/ | 192-224 kb/s |
Said document then goes on to contradict itself, saying that all audio must be mono. It explains that Ogg is preferable to WAV for longer audio files in that it is a compressed format (WAV isn't? I thought WAV was just a container format, anyway?), and that compression is pointless on short audio files. Velociostrich 11:56, 29 May 2012 (EDT)
DevHC said @ 2012-06-27 21:54:12 CEST that audio files that are meant to be played with spatialization must use mono but since menu or background music are not spatialized it's possible to use stereo for them. DevHC said he would avoid the use of stereo in all case because of wav files not being compressed and the engine not being able to play compressed wav. His words was rewritten since he is unreachable for wiki relicensing. Illwieckz (talk) 19:44, 22 January 2018 (UTC)
Note that the engine now allows Vorbis and Opus (prefer this one) formats so it's now highly recommended to use high resolution stereo music for background/menu music. Illwieckz (talk) 19:44, 22 January 2018 (UTC)