the best way to optimise music
FirstDan
Member Posts: 208
hi
how can i best optimise my music files to ensure the best performance in my game?
i have a dozen music tracks and my sound effects in my project
Dan
how can i best optimise my music files to ensure the best performance in my game?
i have a dozen music tracks and my sound effects in my project
Dan
Comments
I have another question , if i make a music who is more longer than the limit , how can do . i try to cut the music in 3 parts , and to play the other part after 30 seconds and minutes for the part 2 and 3 but that doesn't work in web preview , another idea ?
Usually a variable bitrate of 192-256 kbps, stereo, and at 44.100mhz. This can be considered overkill, but I take into consideration people playing with headphones, or on an iPod. The iPhone/iPad is not capable of true stereo, but the iPod is. And I like to do a lot of panning back and forth between left and right channels with both music, and sound effects, so this works best for me.
You could get away with 128 kbps, mono and 44.100mhz. And I believe this would be the most popular setting amongst audio developers, when developing for iPhone. Maybe not, everybody is different.
And if you want to push your luck, you could try 96kbps, and 22.000mhz, but you start losing noticeable quality in this range. Although, this seems to be a good setting for Android devices with their notorious sound issues. If you had to cut down more on file size, you COULD use these settings for sound effects, but like I said, you can hear the difference in quality at this range.
So let´s say you make a track in GarageBand that ends up being around 5 MB large. And let´s say you would love to have 2-3 cool tracks in your game. What I ended up trying was to speed up the tracks in GarageBand before mixing them down. So instead of having the track 90 or up to 120 bpm i change it to the max, witch is 240 bpm. Then I exported the track to mp3 and ended up having more than halved the file size!! But, you may say, now it is really sped up!
So I imported the mp3 to GS. BUT, AS SOUND, NOT AS MUSIC! This way I can pitch the track any way I like! From a super sped up track to a super slow track, if I like! And also, when importing as sound, I´ve noticed that the looping works much better!!
So, save memory by speeding up the track before mixing it down to mp3. Then importit as sound in GS so that you can slow down the track to the speed you want it to be in. Also, as mentioned, by importing the track as sound, makes the loop unnoticeable!!
You might have to experiment a bit with this, but hope this helps!
/Sebastian @ Venerable Rain
: )
VBR at 192-256 Kbps is way higher than you need for great quality audio, 128 Kbps is more than enough. What makes you say the iPhone and iPad are not capable of true stereo ? And what are you defining as true stereo ?
Your method simply lowers the sampling rate.
.m4a files for music can be lowered to 96 or 112k. This range should ABOUT equal a 128k stereo mp3 file. I've never been able to get ride of the pause in a looping m4a file, though - every program I've tried seems to insert some silence at the beginning or the end when converting to m4a on either OSX or Windows, even if there's no metadata inserted into the file.
It might be easier on people's brains for them to read: 'Some sounds can probably go as low as 32kHz / music can be lowered to 96 or 112kbps'
P.S. I agree with all your figures though, music can still sound great at 128kbps and even lower and dropping the sampling rate to 32kHz on some audio works fine (especially audio with little high frequency content).