klax wrote:philippeqc wrote:What I REALLY want is an audio warning that the game start in 3 2 1...
I'm with you in this. This is a must.
I might be able to get my wife to record the numbers, and then throw some reverb and cool stuff on it. She has a good voice for this sort of thing. I might even be able to make them 8 bit 22khz samples, but you might have to settle for 16bit.
On the ogg vs mp3 thing: the real problem isn't the cpu intensive stuff, it's the size of the file. A mod file will be a lot smaller than an ogg file, making electronic distribution more feasible. Ogg files will significantly increase the size of the download. Now, I could finish the one mod file and an intro mod file and then consider recording an ogg soundtrack, but that's not a realistic goal for me to set right now. Sorry. (not to mention, if I'm the one turning in the soundtrack, it won't be mp3 no matter what. Call me crazy, but I'd prefer to leave mp3 where it belongs, on someone else's computer)
For these smaller samples, I would tend to think that .tar.gz will compress better than ogg, since they won't be streamed, and ogg isn't just to compress sound, it's to compress and stream it. Otherwise, even before mp3 we could compress music just fine, we just couldn't stream it. So for sound effects, there's not much difference. I mean, a 200kb uncompressed sound sample only compresses to like 190kb. Seriously. I've run this test before.
![Wink ;)](./images/smilies/icon_wink.gif)
And then the 190kb ogg file won't gzip much more, whereas the 200kb sound sample would gzip to a smaller size than the ogg file would've ended up.