On Thu, Aug 23, 2001 at 05:29:29PM -0700, LordHavoc wrote:
> EvilTypeGuy wrote:
> News of ogg has not reached my corner of the world, nor have I seen it
> mentioned on any of the IRC channels (mod and engine development
> related) I hang out on, that is my point.

You hang out in the wrong places :) j/k I really don't think that .mod is very
cpu intensive to perform though, I've seen games on my old computers
(486/Pentium) that used mere 1-6% of those cpus to do mod decoding (the really
efficient ones). So I know it can be done...Obviously .wav seems to be a popular
thing, it's just horribly ineffecient, we should entice people to use a more
efficient format...

> > > .wav is well known and even easier to make than .mp3, that is the
> > > reasaon I'm proposing it.
> > 
> > Yes, i'm a little extremeist, I just despise .wav :) Obviously we have to
> > support .wav in some way since the original quake used it, but I think for music
> > we should only support ogg/vorbis, just to encourage the use of it :) It's
> > really easy to do ogg/ovrbis encoding/playing etc. whether you're using
> > linux/windows/mac whatever!
> 
> Yes well my favorite sound format was IFF 8SVX (though I would mention
> the 16bit version of that if I had ever encountered specs), but we can't
> always have everything the way we want it. :)

Muwhahahaa, maybe. But, I will ensure that twilight has ogg/vorbis support one 
way or another :) If we do support .wav music, I would say that quake3's 16-bit
22khz mono .wav support only would be ideal, we could then entice people to use
ogg/vorbis since they could use something other than 16-bit mono 22khz if they
wanted better quality sound :)

-EvilTypeGuy


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