OGG or M4A for Windows and Browser Games?

Bex

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I believe this is common knowledge, but iam lagging behind.
:awat:

Which of the Sound Formats do i need for:
1. Games i deploy normaly as Windows standalone Game?
2. Games i deploy as Browser Game?

3.
Will RPG Maker MV when deploying the Game for a Platform automatically remove the not needed ones, when i choose exclude unused Materials?
Or should i remove the not needed Sound Files manually?

Edit:
4. If its not to much can someone shortly explain where OGG is used and where M4A comes into play?
 

Aesica

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4. If its not to much can someone shortly explain where OGG is used and where M4A comes into play?
I could be wrong, but I believe ogg is the standard, with m4a being mainly for ios deployments. Kinda wish they'd all just use mp3 to make everybody's life easier, but oh well!
 
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gstv87

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I believe OGG works for both.

Kinda wish they'd all just use mp3 to make everybody's life easier
mp3 is proprietary and requires licensing.
OGG is basically *the other option* for when you can't use MP3.
anything above 10 seconds and regular quality should be compressed.
for everything else, just use WAV.
 

Zeriab

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Why would using subpar technology make everybody happy?
 

Andar

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Why would using subpar technology make everybody happy?
Because it is not subpar everywhere.

A computer can choose what codecs to use because it has the resources needed to handle such things dynamically - Terabytes of harddrives and Gigabytes of RAM in a lot of cases.

A mobile device has to be much more frugal with its resources, especially as it needs often runs more than just a single game program at the same time. After all you don't want your phone to stop receiving calls while playing, or?
So as a result the mobile devices use hardcoded options - especially as the specialised chips to handle m4a are comparatively cheap for what they do. If a game on a mobile wants to display a m4a file it just uses those hardcoded functions and gets away with a minimum use of RAM for it. To use a general (not hardcoded) codec for audio or display would require that codec to be loaded into RAM in addition to everything else - and RAM is the achilles heel of the mobiles.

And by using that hardcoded chip that is automatically built-in on the mobiles, no program (including RMMV) has to pay the licencing fee for that.

On the other hand, m4a is NOT hardcoded into Windows. Kadokawa can't guarantee that their audios and videos would work on Windows (or MacOS or Linux etc) if they were using m4a on those deployments. But if they would include their own player for it, then they would have to pay the licensing fees for m4a for every copy of RMMV. So instead they switch to ogg for the desktops, because that can be included or downloaded for free there without placing more strain on the resources as it would on mobile devices...
 

Zeriab

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Oh right. It is m4a and not mp3 that requires licensing nowadays. Got them mixed up.
Thanks Andar <3
 

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