@ DIF - I know right?
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@O Ilu - Yeah that's a smart/pro setting, probably the best to use for quality and file size. I usually opt between 22hz mono for very small filesize or 44hz stereo for best quality thou. For my personal stuff I have higher quality cause I don't care about the size.
Some music just sounds better thou at low rate anyway, like some old arcade games. 22khz will keep that low-fi arcade machine sound.
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@Everyone/Anyone
Upsampling is a bad idea, so If you already have samples as 11khz 8bit mono .wav files, just leave it.
Changing to 22khz or 16bit will probably just add noise, not make it any better.
If you have 22khz music files, than the same applies, just leave them 22khz
Downsampling is fine, but once you have a .wav file at low rate you cant put the information back by going to higher sampling rates.
~ MUSIC vs SFX
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Remember OpenBOR has it's own volume settings and audio quality settings, and everyone has a volume switch on their speakers.
But we want default settings to work well for the user.
Music is generally saved nowadays with no dynamic range whatsoever, that is that the volume is boosted to just under 0.0dB (decibles)
Anything above zero creates 'clipping' - This is a modern phenomena in the recording industry that resulted from the need/want to be loudest song on the radio. (The Loudness War - http://turnmeup.org/ )
You do not need music files like this for games.
If your music files are too loud than there is no headroom for sound effects.
A good rule is to keep samples close enough to zero but well under to prevent clipping.
Music should be less than sfx/samples, like -3dB to -6dB less.
I've found you do need to be a bit louder than normal with openbor, but just make sure to never boost them to the max.
There's no perfect settings, use your own judgment and be wary of mixing your settings based on one set of speakers.
Games need to audio mixing just like you would with a song. The singer should be the loudest, but you should be able to hear everything clearly and equally.
In the case of games we have sound voice effects and voice samples that should always be heard clearly.
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Earlier in the thread I mentioned using 'maximize volume' as a quick solution for fixing volume, thou you should avoid using this most the time.
It is good for things like extremely quiet samples, but use with caution and make sure that the end result isn't creating clipping.