1990

>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

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>1990
>games were like three hours long

Most of that size is textures and prerendered cutscenes though you tech illiterate imbecile.

All those games are shit so I dont care

>he thinks soundtrack files are responsible for that bloat

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midi music is the audio embodiment of soul

youtube.com/watch?v=_AtE2UCFReE

They are, dumbass. Titanfall 1 is 35GB of audio out of it's 50GB filesize

Do you have any idea how small audio files are?

who cares? buy more storage nigger

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.

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

FUKKEN LEL!

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retard

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.

It's been known for awhile now and it should have been the first post ITT. What are you -- some shill?

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.

>infinite is 42
Wot

Good, in 2018 they waste 3 hours getting to the fucking point.

.wavs are not small and you can't use mp3s because of the delay at the beginning of them.

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

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

i know what you mean, but that's pretty soulless if you put it like that

>soulful
>kino

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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.

you missed ArmA 3 which is 80gigs and and Final Fantasy 15 which is 120gigs or something retarded.

Midi is soul.

Orchestrated soundtracks will never be able to compete.

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.

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Those are 25,000 1-3 second samples though.

uncompressed sound files with audio/dialogue for 20 different languages in your average console AAA "press X for cutscene" movie-game

uncompressed voice files in every known language with at least 100 living speakers

titanfall has more gameplay than every shovelware ps4 movie exclusive combined

At an absurd bitrate and file size.

>get 50 mbps internet for $15
>buy 1 TB hard drive for $40
Woah that was hard!

have sex bootlicker

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.

buy hard drive brainlet

seethe cope and have sex bluepilled s*yc*ck

Wish this was still the standard desu