Game Development Community

ogg vorbis file format

by Ron Yacketta · in Torque Game Engine · 03/12/2003 (3:39 pm) · 13 replies

Folks,

Is their any specfics on the format of ogg files? that is are we limited in frequency etc of the compressed file?

I have a 44khz 128 kbit stero .ogg file that I can not get to work in TGE, so Iwas wondering their are specifics.

-Ron

#1
03/12/2003 (4:09 pm)
I'm clueless as to any specifics, but I do know there are some. I spent a good month trying to get the ogg snippet working, only to find the problem lay in the song itself. The code had worked fine all along, and my music played beautifully once I replaced them with others.

Edit: The non-working song _did_ work in Winamp, so I never suspected it as the source of my troubles.
#2
03/12/2003 (5:42 pm)
I just ripped out the Torque Audio API and dropped in BASS. Much better audio overall, doesn't mess with OpenAL (for which the Win32 drivers have not been updated in years...), and is only second to fmod as far as audio APIs go....fortunatly, it's a lot cheaper.
#3
03/12/2003 (6:54 pm)
Unfortunately it is not cross platform, which OpenAL is.

And for an indie who only spent $100 on the engine.. a commercial license cost of $995 for a single product or $2,750 an unlimited license, for just the AUDIO component, an audio componet I might add that makes your game platform dependant...

That's not exactly a comfortable price zone.
#4
03/12/2003 (8:04 pm)
Well, what choice is there except to recode the entire Torque Audio API by hand? Of all of Torque's parts, I see more bugs listed for it's audio than any other component.
#5
03/13/2003 (4:37 am)
Ron: You can get all the info you need from xiph.org's Ogg Vorbis section.
#6
03/13/2003 (5:04 am)
@James,

Thanks, but I was speaking specificly what sound format to use with TGE. Is their a limitation? are we limited to oh 44 khz 16 kbits mono? etc...

Looking at the code does not lead me to belive their is a limitation, but I am just looking to be 100% sure before i convert .wav files to .ogg and attempt to use them.

-Ron
#7
03/13/2003 (9:29 am)
I don't think it supports anything other than 16-bit samples, which shouldn't be a problem. I know 22khz and 44khz work, stereo or mono. I haven't tried any other sample rates.
#8
03/13/2003 (7:40 pm)
O.K more .ogg questions

I noticed that if you use .ogg files in game for game sounds that the game locks up entierly, also noticed that it is not possible to preload .ogg files either.

What are some of the other developers doing to get .ogg files to be used for in game sounds without lock-ups?

currently I tried adding them as a datablock which can be used in the engine code, but this seems to be the fatal flaw with .ogg files.

any advice would be greatly appreciated to help me understand and learn the ways of TGE OGG


also, doesn't Orbz and or ThinkTanks use all .ogg files?

-Ron
#9
03/14/2003 (9:37 am)
I couldn't figure this one out. I can use .ogg files for most game sounds just fine, but I tried encoding the default beep that comes with Torque and using that and it would crash sometimes. I tried tracing through the code, but it was dying in the OpenAL driver I think. I don't know if ogg has trouble encoding small files or what.

I'll try to look into it some more and see if I can figure out whats going on.
#10
10/13/2003 (2:43 am)
And how about audiere? its lgpl, very easy, and nice :)

http://audiere.sourceforge.net
#11
04/28/2004 (1:11 pm)
I know this is old. I'm having the same problem as Ron where Torque Locks up with my added .ogg files. The files that come with Torque 1_2_2 work fine. Are their specific requirements for .ogg to work?


Coz
#12
04/28/2004 (1:44 pm)
I'm sure I'm having menu soundFX with the spec's Ronald mentioned.
#13
04/28/2004 (3:44 pm)
"(for which the Win32 drivers have not been updated in years...)"

The reason for that is that OpenAL doesn't implement any sound itself, rather it provides a standard interface and feeds your requests to other Sound APIs (e.g. DirectSound3D).