MP3 Compression

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MP3 Compression

#1 Post by Alias » Sun Sep 26, 2004 5:49 pm

I was wandering how would you go about compressing MP3 music/sound/voice overs to MIDI or OGG? :|

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#2 Post by adeyke » Sun Sep 26, 2004 6:12 pm

You can't change MP3s to MIDI. You don't want to change MP3s into OGG. The two formats are lossy in different ways, and if you go from one to the other, you're getting the bad parts of both.

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#3 Post by Alias » Sun Sep 26, 2004 6:28 pm

So what should I do then? :\

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#4 Post by Pidgeot » Sun Sep 26, 2004 7:00 pm

The optimal would be to find/re-create an uncompressed copy (WAV, CD Audio, etc.), and convert that to OGG.

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#5 Post by Alias » Sun Sep 26, 2004 7:07 pm

I've downloaded OGG, I wanted to convert MP3 to OGG, but is does not work for some reason? :|

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#6 Post by Angelus3K » Sun Sep 26, 2004 8:06 pm

Why convert OGG to MP3? OGG is better.

Like Adeyeke said it doesnt work well converting OGG to MP3 anyway.

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#7 Post by Alias » Sun Sep 26, 2004 8:55 pm

If you read it proberly it said:

MP3 to OGG, not OGG to MP3.

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#8 Post by adeyke » Sun Sep 26, 2004 9:54 pm

It doesn't matter if you're converting MP3 to OGG or OGG to MP3. In both cases, you'll have the lossiness associated with both formats.

Why do you want the OGG files, anyways?

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#9 Post by Alias » Sun Sep 26, 2004 10:10 pm

Because a friend of mine Jemima from AGS said that OGG is better than MP3 because MP3 is massive. 8o

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#10 Post by MusicallyInspired » Sun Sep 26, 2004 10:21 pm

You'd have to convert your MP3 to WAV and then the WAV to OGG. But it'll be in less quality because you're doing a lot of converting. But if you really want OGG then do it that way.

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#11 Post by Alias » Sun Sep 26, 2004 10:25 pm

So I should keep it MP3? I mean it will be big. :cry :cry :cry

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#12 Post by Pidgeot » Mon Sep 27, 2004 11:48 am

Depending on the content of the MP3, it doesn't have to be that big.

For example, if it's a recording you made with a computer microphone, and it's a 128kbps stereo MP3, you could convert it to a 64kbps mono MP3 without any real loss - because recordings made with a computer microphone can never be stereo.

As to whether OGG is better, it really depends on the listener - I personally can't tell the difference. But seeing as how you're using this for a game (you probably wouldn't post in the game making forum otherwise), OGG is better because it's free to use.

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#13 Post by Alias » Mon Sep 27, 2004 3:05 pm

The bad thing is that my game is going to be about 1.5 gig. :cry

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#14 Post by Pidgeot » Mon Sep 27, 2004 4:38 pm

1.5GB!?!!? You've gotta be kidding me. That's more than 20 hours of MP3. You sure it's not WAV?

I'm not sure OGG is going to help you that much - there's only so much ANY compression format can do without significant loss.

Try re-encoding at a lower bitrate - 128kbps stereo is absolute max for music, and 64kbps mono is the same for voices (lower would be QUITE a good idea - maybe 40kbps, mono, 22050Hz). Just don't trancode to another format YET - first try to make versions with lower bitrates (don't overwrite anything yet!)

If you've already done this - it could very well be a sign that your project is overambitious. Don't think that OGG alone is going to magically shrink everything, while keeping the sound identical.

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#15 Post by Alias » Mon Sep 27, 2004 4:48 pm

1.5 gig with the game files too. :lol

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#16 Post by adeyke » Mon Sep 27, 2004 5:28 pm

KQ2VGA, without the music or speech pack, is just 100 megabytes. Assuming your game is going to be as big as that, that'd mean you'd still have 1.4 gigabytes of MP3s. If the 1.5 was more than 20 hours, the 1.4 would still be more than 18 hours, and would still be completely unreasonable.

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#17 Post by Pidgeot » Mon Sep 27, 2004 5:44 pm

1.4GB of MP3 @ 128kbps is:

1.4*1048576 (to convert from GB to KB)
1468006.4 KB
answer/16 (128 kilobit=16 kilobyte)
91750.4 seconds
answer/60 (60 seconds = 1 minute)
1529.1733333333333333333333333333 minutes
answer/60 (60 minutes = 1 hour)
25.486222222222222222222222222222 hours

Do you really need 25½ hours of audio for that game?

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#18 Post by Alias » Mon Sep 27, 2004 6:02 pm

Well the game is really, really big, it will also have some 3D cutscenes, unique music in every section, voice overs, sound fx... you get the idea.

Thanks for the tips, I guess I'll leave them as MP3. ;)

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#19 Post by adeyke » Mon Sep 27, 2004 6:24 pm

Methinks this is a classic case of biting off more than you can chew. Start small. It's much better to complete a small game than to start the biggest, best, most extravagant game you can think of, and then never get close to releasing anything.

If you're still going to make your 1.5 gigabyte game, maybe you should ask Jodo Kast for help ;).

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#20 Post by Erpy » Mon Sep 27, 2004 6:29 pm

Actually, it MAY be possible. I estimate a 640x400 AGS game with detailed animations, digital music and voices (and some cutscenes) to take about 500 to 600 MB. If he uses 800x600 and lots of bells and whistles, he might just make it. Not that it seems likely at this moment.

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#21 Post by Alias » Mon Sep 27, 2004 6:37 pm

Well, I've made small games before, but you only acomplish good stuff with a big/ish game. Besides, we have been mmaking it for over a year so there is no turning back. :cry

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#22 Post by Blackthorne519 » Mon Sep 27, 2004 8:14 pm

I smell a big steaming pile of bullshit.

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#23 Post by Corby » Tue Sep 28, 2004 12:34 am

:eek

I'd really love to see a screenshot! :)

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#24 Post by Zeus » Tue Sep 28, 2004 7:24 am

Corby wrote::eek

I'd really love to see a screenshot! :)
Sorry the screenshot is 100 megabytes big :rollin

Rog, Painkiller game is only 1.2 gigabytes, and it is a 3d action.
I am impressed that your adventure which has static scenes
is bigger than painkiller!

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#25 Post by Angelus3K » Tue Sep 28, 2004 2:41 pm

If you're still going to make your 1.5 gigabyte game, maybe you should ask Jodo Kast for help
That is the funniesy thing I've heard all week!

Rog unless you are a n00b making a game then I really doubt your game is going to be 1.5GB plus who would download a fan game that big? (I would if it was by AGDI).

Like Zeus said commercial games like Painkiller and Doom 3 are 1.5GB - 2GB how can a fangame be that big?

It would need to be as long as a Final Fantasy game to be that big!

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