mangopork wrote:
*sigh*
Idealistic Amateur.
mangopork wrote:Seperate dev files from distributed files.
If you hate ogg, try another format. There are many, many different compressed formats out there. Do some research and choose a format, then If needed, code in support for it. I realize this isn't easy, but game development is never easy so that's no excuse.
As a matter of fact I love Ogg Vorbis so relax.
mangopork wrote:While I agree that audiophiles such as yourself (and me as well) can hear the compression artifacts, the vast majority of users won't care because they're busy fragging. They just want good music to BE THERE and not bog down thier system.
Compressing the sfx won't make the game run better on any machine - quite the contrary. They have to be decompressed on run-time (more CPU load than directly reading PCM data from the PK3 archive) and once decompressed they take *exactly* the same amount of memory than the original files. No gain.
Remember, I'm talking about "boooooom", "spooooiiiiinng", "splaaaash", "splortsch" and whatever short effects.
The music already is encoded in Ogg Vorbis and is decoded and streamed on-the-fly.
mangopork wrote:Remember that guy who shows up to every dev meeting, and thinks of ten reasons why the latest idea won't work?
Yeah, DON'T BE THAT GUY!

Yay.