>1990 >game devs create midi instruments for every game >all songs are performed in midi instructions, making hours of soundtrack have the weight of text documents
>2018+ >sir, how do we cut these 32 hours of procedurally generated ambienc- >LMAO just shove that shit in the game and stop bothering me bro
They are, dumbass. Titanfall 1 is 35GB of audio out of it's 50GB filesize
Connor Morgan
Do you have any idea how small audio files are?
Josiah Martinez
who cares? buy more storage nigger
Brandon Richardson
How in the conceivable fuck is that actually even possible.
The EastWest/QuantumLeap Symphonic Orchestra, one of the most elaborate and largest music sample libraries ever conceived, weighs in at only 33GB if restricted to 16-bit (uncompressed) wav audio.
Even if the devs were using uncompressed wav data for literally all of the game sound it's almost impossible that there are enough unique audio files for it to even approach that limit. What the fuck kind of nonsense are you talking.
Christopher Wright
YO Yea Forums
WANT TO KNOW THE REAL ANSWER??
THEY DON'T COMPRESS ANY OF THAT ON PURPOSE
THEY LEAVE IT THERE TO TAKE UP SPACE
WHY?
PUBLISHERS ARE LITERALLY FIGHTING FOR YOUR HARD DRIVE SPACE
You are only technically correct. Audio is 35GB, but when people talk about "soundtracks" in common parlance, they're talking specifically about the music, and not the entirety of the audio track.
Benjamin Morales
It's been known for awhile now and it should have been the first post ITT. What are you -- some shill?
Jaxon Green
I agree. The absurdity of it all is completely off the charts. The Resident Evil 2 remake is 890gb. Precisely 889gb of it is one long audio file. That's right, boys, the game is more music player than anything else. Fucking hell, these devs know nothing.
Oliver Brooks
>infinite is 42 Wot
David Butler
Good, in 2018 they waste 3 hours getting to the fucking point.
Jacob Brooks
.wavs are not small and you can't use mp3s because of the delay at the beginning of them.
Joseph Thompson
THR PUBLISHERS MAKE THEM DO IT ON PURPOSE
THEY WANT YOUR HARD DRIVE SPACE TO BELONG TO THEM
I SAID THIS ONLY A FEW MINUTES AGO
Noah Allen
is there anything more soulful than n64 midis? banjo tooie, zelda oot, jet force gemini...kino. all on 64mb carts. no discs. no real intsruments
Grayson Ross
i know what you mean, but that's pretty soulless if you put it like that
first of all, you use ogg vorbis because it's gapless, and more to the point it isn't a proprietary algorithm so you don't have to pay for it. Almost every major commercial game engine has native ogg vorbis support and has for an extremely long time.
Second of all, .wavs are still comparatively small, compared to model and texture data.
It's difficult for me to explain if you don't have any experience with audio engineering, but refer back to this comment >Titanfall 1 is 35GB of audio
Native Instruments' Battery is a drum machine sample library. I have Battery 3 installed on my machine. The master samples folder is 11.6GB of uncompressed wav data; bear in mind, this is all either 24-bit or 32-bit audio, which is absolutely nonsense from a fidelity perspective for consumption (and is only used in audio engineering because it enables the sounds to be edited to an extreme degree without loss of fidelity).
The total number of files in that folder is 26,970. There are maybe 100 files that aren't actual audio data (kit templates and whatnot), so we'll round down to 25,000.
25,000 unique sound effects, noises, and clips at double-size the fidelity required for playback, without compression, comes out to 11.6GB. The idea that any game in the world is using 35GB of audio completely boggles the mind.
Robert Hall
you missed ArmA 3 which is 80gigs and and Final Fantasy 15 which is 120gigs or something retarded.
Asher Gomez
Midi is soul.
Orchestrated soundtracks will never be able to compete.
Julian Davis
Actually its because if you compress shit, guess what? It has to uncompressed at runtime which is handled by the CPU. What with CPU being the general bottleneck for a lot of vidya (Physics simulation, game logic, collision, AI etc) it is in the interest of optimization to make the load on the CPU as minimal as possible. Thanks to larger storage media like Blu-ray, it is actually quite feasible to leverage the available space by using lower levels of compression to improve in-game performance.
uncompressed sound files with audio/dialogue for 20 different languages in your average console AAA "press X for cutscene" movie-game
Wyatt Martin
uncompressed voice files in every known language with at least 100 living speakers
Jason Hill
titanfall has more gameplay than every shovelware ps4 movie exclusive combined
Joshua Morales
At an absurd bitrate and file size.
Christian Nguyen
>get 50 mbps internet for $15 >buy 1 TB hard drive for $40 Woah that was hard!
Xavier Russell
have sex bootlicker
Connor Fisher
How many of Titanfall's samples would exceed that in length? Yes, there are audio tracks for dialogue, and there are music tracks, but those would be a small portion of the audio relative to things like gunshots, explosions, doors opening, footfalls, all the little clicks the mechs make, all the audio profiles for reload animations, etc
The maximum duration of audio on a CD is 74 minutes. A CD holds about 700MB of data. Uncompressed CD-quality audio would barely break 4GB of data running over 7 HOURS. I'd be amazed if there were 7 total uncut hours of spoken dialogue in almost any game, least of all a game like Titanfall... and Titanfall's soundtrack clocks in at a mere 1 hour of total playtime, so that sure as shit ain't it.
35GB of audio data, in uncompressed 16-bit 44.1kHz sample rate CD-quality audio, would have to run for TWO AND A HALF UNINTERRUPTED DAYS played end to end.