Could higher Kb/s in audio files affect performance?

Oscar92player

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Hello, everyone! I need some support with this, since I have little knowledge on how audio works this way.

I know that, working with audio files, we need to find a balance between quality and optimization. I was using BGM and other audio files in OGG that works at 256Kb/s of bitrate, which has quite a good quality.

But my question is, if such bitrate quality can affect the performance of the game (audio lag or delay), or the time it's needed for the audio file to be loaded completely.

May I need to reduce it?
 

ShadowDragon

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to my knowledge, no, but using to many or during events (or lower pc) or
fps drops, you can best use an antiaudio lag plugin to avoid those or a preload
those music when needed.

there are a couple or nice plugins that optimize audio to do the bmg better so there is
no delay during events or when it should be played.

so you dont have to reduce it, if you follow the ogg rules.
 

Oscar92player

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to my knowledge, no, but using to many or during events (or lower pc) or
fps drops, you can best use an antiaudio lag plugin to avoid those or a preload
those music when needed.

there are a couple or nice plugins that optimize audio to do the bmg better so there is
no delay during events or when it should be played.

so you dont have to reduce it, if you follow the ogg rules.
Well, I'm using くらむぼん (Kuramubon?) Audio streamming plugin, that allows the game only to use OGG audio files, and that solves all the audio delay problems.

However, I've noticed now that, with some audio files, sometimes I hear tiny noises, as if they were played like a vinyl disc. And I started to wonder if that was related to the music bitrate, because those noises are most remarkable in some files, when in others, those noises are almost non-existent.
 

ShadowDragon

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I'm not sure if you do pc or android, but for pc's, you can try 1 of the following
and turn OFF the audio streaming plugin (NOT REMOVE IT) and try of those:

BetterAudio plugin by ScSWinter,
Anti-Audio Delay plugin by Irina

while most dev's goes by Irina, sometimes the delay are they,
BetterAudio is a pretty new plugin and does it jobs.

what the noises makes, is something I dont know, but it's not the bitrate. 128-192-256 etc
should work without noise.

It can be the plugin, it might be something in MV handling it or some interference with
another plugin.

You can try 1 of the above, and see what effect it has, see if it can work together with
the streaming plugin and look for differences.

I would recommend to make a backup first and than test it. otherwise, I have no idea.
 

Oscar92player

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I'm not sure if you do pc or android, but for pc's, you can try 1 of the following
and turn OFF the audio streaming plugin (NOT REMOVE IT) and try of those:

BetterAudio plugin by ScSWinter,
Anti-Audio Delay plugin by Irina

while most dev's goes by Irina, sometimes the delay are they,
BetterAudio is a pretty new plugin and does it jobs.

what the noises makes, is something I dont know, but it's not the bitrate. 128-192-256 etc
should work without noise.

It can be the plugin, it might be something in MV handling it or some interference with
another plugin.

You can try 1 of the above, and see what effect it has, see if it can work together with
the streaming plugin and look for differences.

I would recommend to make a backup first and than test it. otherwise, I have no idea.
Unfortunatelly, I tried Irina's plugin not too long ago, but it is not what I'm seeking, due to the limitation of only preload events for audio, or the need of make use of plugin commands to remove audio in cache.

I don't know about the Better Audio plugin, but if it is still in beta, I would like to wait for an stable version of it to do the test, or see if there are compatibility problems with other plugins not related to audio.

Kuramubon's plugin doesn't need neither audio cache options, or plugin commands at all, is just plug and play, so it is very accessible in that way.
 

ShadowDragon

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you can test in a new project with the sounds, and the kb bitrates to see if the noise is gone
or are better.

you can try to find different sound plugins and see if it works, and see if the noise persist
on the same or lower and higher. if it stays, than I got no clue.
 

pasunna

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it will absolutely cause more lag and delay
but the noticeable is up to more than 2 mb size
for me the lesser the better so I compress all bgm to as small as I can
but yes it lose quality
so it is your choice
 

ozubon

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The tiny vinyl-like noises you're describing sounds to me like one of two things:

1. The audio clips, meaning it was either mixed badly or over-gained in the compression process so its peaks are cut off and cause distortion. This can't be fixed retroactively unless it's something with the specific compressor, then change compression software.

2. The waveform either starts or ends abruptly so the amplitude suddenly jumps to zero causing a pop. This can be fixed by adding a one milisecond fade to the start and end of the waveform in the audio files. The Stop SE event command often causes these pops.

If you're running the game with a motherboard mounted soundcard all the calculations are done by the cpu and then loads of high definition sound might affect performance overall on lower end hardware. With a dedicated soundcard, as in most gaming rigs, it shouldn't be a problem unless you're throwing like 36864 kbps flacs at the card.

With RPG Maker you're most likely accounting for lightweight laptops and the like. But even then I don't think 256kbps should cause a single framedrop. Depending on the file size it might load in too slowly and become asynchronous to the visuals however, yes :F
 

Oscar92player

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The tiny vinyl-like noises you're describing sounds to me like one of two things:

1. The audio clips, meaning it was either mixed badly or over-gained in the compression process so its peaks are cut off and cause distortion. This can't be fixed retroactively unless it's something with the specific compressor, then change compression software.

2. The waveform either starts or ends abruptly so the amplitude suddenly jumps to zero causing a pop. This can be fixed by adding a one milisecond fade to the start and end of the waveform in the audio files. The Stop SE event command often causes these pops.

If you're running the game with a motherboard mounted soundcard all the calculations are done by the cpu and then loads of high definition sound might affect performance overall on lower end hardware. With a dedicated soundcard, as in most gaming rigs, it shouldn't be a problem unless you're throwing like 36864 kbps flacs at the card.

With RPG Maker you're most likely accounting for lightweight laptops and the like. But even then I don't think 256kbps should cause a single framedrop. Depending on the file size it might load in too slowly and become asynchronous to the visuals however, yes :F
Sounds like it could be the 2nd option you gave me, since audio is compressed the right way (the vinyl-like noises only happen running the game, not when playing the audio in another program), and I have a dedicated audio card for this desktop.

But I'll need to test this, since all the BGM audio has its LOOPSTART and LOOPLENGTH settups, and they will need to be edited if I have to add one milisecond at the beginning and end of the audio file.

EDIT: @ozubon I'm afraid that the test didn't go well. The noises are still there even if I make an edit to the audio to add some silence at the beginning and end of the audio file. :rsad:

EDIT 2: Okay, so... after doing some testing with different audio files, following you different comments here, I have some clues and news:
  • Compression was not the problem. I'm working with the latest Ogg Vorbis codecs, using Audacity and Foobar2000 to make conversions or adding the necessary tags for the audio files. They also play quite well in other music players.
  • Adding miliseconds with silence at the end and beginning of the audio files does not seem to be working. Also, it is needed to rewrite the LOOPSTART and LOOPLENGTH tags so the samples fit the edited audio.
  • Trying to change the Kb/s in the audio files has different results, though:
  1. Changing it to a higher bitrate does seem to affect the noises, making them most noticiable than before.
  2. Changing it to a lower bitrate reduces the noises. The lower the bitrate is, lesser the noises.
So, after a few attemps trying to change the bitrate, I wanted to "enlight" my knowledge by visiting some pages, like this one here, and I found something interesting:
1589573704633.png

As this page says, when working with 96 Kb/s bitrate audio files, some reports talk about "good quality for streaming". So, I tried to edit my OGG files to see if that was true.

And it seems that, with a few attempts with 3 different files, the noises were reduced drastically, when keeping a good audio quality for the files.

I'll try to make more tests like this one so I can have a better conclusion.

EDIT 3: I've kept doing more research about this, and I think I've discovered the cause of the vinyl-like noises after a lot of try & error. It seems that reducing the Kb/s helped a lot with some files that gave me problems with those noises, but for other audio files, they were persistent.

After looking directly at the files on the folder, while testing them in my project, I discovered that only the files that exceeds 1 or 2 MB size were the ones giving problems. The game loads faster the audio thanks to Kuramubon's plugin, that is a fact, but it seems that RPG Maker MV still has problems when playing the audio in real time if it exceeds that size.

The only way to solve this, is to reduce the audio files size, which is a bit complicated, due to the duration time of some audios that cannot be cut or split into parts...
 
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