speex support (just an idea)
- jack_norton
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speex support (just an idea)
It's just an idea of course. I found out this open source codec that works *very well* for voices (did some tests and reduces text lines much better than ogg).
http://www.speex.org/
Problem is that needs to be added to renpy, but I found that there are already some python bindings:
http://www.freenet.org.nz/python/pySpeex/
of course it's completely up to PyTom if he wants to add it. I don't know how many people here use voices in their games, but since they're quite common in VNs, I think might be a very nice feature to add!
http://www.speex.org/
Problem is that needs to be added to renpy, but I found that there are already some python bindings:
http://www.freenet.org.nz/python/pySpeex/
of course it's completely up to PyTom if he wants to add it. I don't know how many people here use voices in their games, but since they're quite common in VNs, I think might be a very nice feature to add!
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Re: speex support (just an idea)
I actually removed it a while back, since nobody used it and it was moderately large. Also, the most speex files were low quality... have you found settings that make them sound better than vorbis at the same bitrate?
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Re: speex support (just an idea)
Hm true, I looked better at the website. Seems like the "best" setting they suggest is at 32khz. I made some tests but really even for voiceovers (especially female voices) you need to use 44khz otherwise sounds bad on high pitches like when screaming/yelling (I can notice it immediately).
Well there's no solution for Bionic Heart then, 25mb of voiceovers but at least managed to do the download-file from within Renpy work!
Well there's no solution for Bionic Heart then, 25mb of voiceovers but at least managed to do the download-file from within Renpy work!
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Re: speex support (just an idea)
What are you using for the voices? Vorbis?
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Re: speex support (just an idea)
Yes, I use oggdropXpd (that fun thing where you drag&drop the files). Actually the fact is that there's lot of text in the game. Only the demo, is 40:28 of voices with over 700+ files (and isn't yet 100% voiced, but like 90%)!!
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Re: speex support (just an idea)
I suspect that a reasonable amount of size could be saved by proper conversion of the voice files. For example, voice is generally coming from the center of the screen, so it might not be inappropriate to convert it to mono rather then stereo. I also find that vorbis often retains a reasonable amount of quality even at relatively low settings.
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Re: speex support (just an idea)
As I understand it speex is usefull for listening to talks, but isn't meant to preserve quality of sound (cuts highs and lows I believe). So if you want to character actor's voices clear you might want to stick with vorbis.
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- jack_norton
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Re: speex support (just an idea)
Yes of course I've converted all sounds to monoPyTom wrote:I suspect that a reasonable amount of size could be saved by proper conversion of the voice files. For example, voice is generally coming from the center of the screen, so it might not be inappropriate to convert it to mono rather then stereo. I also find that vorbis often retains a reasonable amount of quality even at relatively low settings.
I tried compressing with oggenc at quality setting 2. If I go below, like 1 or 0, especially on female voices, the difference is very noticeable (I can notice it with just normal speakers). I might try with male voices though, could work better.
Re: speex support (just an idea)
Voices are and will always be huge. Voice codecs like Speex are optimized for being understandable, not high fidelity - using them in a game will kill immersion.
The rest is left as an exercise for the reader.
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Re: speex support (just an idea)
And then again, if size doesn't matter, you can always use MP3 rather than Vorbis, because the fidelity is a bit better
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- jack_norton
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Re: speex support (just an idea)
Unfortunately can't, since mp3 is a pain for commercial stuff
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Re: speex support (just an idea)
How come, if you just use LAME codec?
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