SummSpeaks, Speech and MI2
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- ezekiel000
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- MusicallyInspired
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- DrMcCoy
- ScummVM Developer
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In which case, you edit the files to cut things away, arrange them together, etc.. Then when saving that to Vorbis or MP3, you get losses that encode plus the losses from the previous encode. Which is bad. Each consecutive save/load cycle to/from a lossy format increases the overall loss (thus decreasing sound quality).iPwnzorz wrote:Mmhmm. But if I pick them, then think they're awesome they'll go straight into the game. Like what's happened in our Guybrush's case. His auditions went straight in because they're amazing.
So, when accepting submisions, editing, etc. always request and work on uncompressed (or losslessly compressed) audio data and only encode to a lossy format in the final stage that produces the files you'll distribute.
I think it was supposed to sound painful to make an impact. You might not hear the difference now but give it enough little edits and you will, and by then it will be too late. Also, barely audible differences on one audio setup may become dead obvious on another. I don't claim to have legendary golden ears but I believe in always saving the lossless copy. And what if Ogg Vorbis would become obsolete and deprecated? If encoding in another format was necessary for one reason or another, the only way would be through transcoding, once again reducing quality.iPwnzorz wrote:I see no differences in one I cut apart.
Eh. You made it sound painful.
OT: That's what for I've been saving myself!
BTW: Watch the typos or more characters like Homsar might pop up.
- MusicallyInspired
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IF you're going to do a good job you have to do it right otherwise the whole project will be looked on as a cheap creation and everyone will just wait until someone makes a better one. You can't just slap together a few tracks with some very lossy encoded edits and call it a speech pack. Take some pride in it.
- MusicallyInspired
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