- May 8, 2012
- 4,334
- 3
In a "Real Pinball" forum thread about high-quality pinball soundracks, @sellenoff provided some insight into why audio on mobiles may sound a bit "lossy".
http://digitalpinballfans.com/showt...nal-Sound-Data?p=112736&viewfull=1#post112736
This is where the conversation ended on that thread.
Because some iOS and Android users may not frequent the Real Pinball sub-forum, I wanted to highlight this discussion here in General, and perhaps get some needed exposure/explanation about the issue.
Questions
Q: Would increasing the quality to 22.1K (which is perfect for the Mono sound format the Farsight Audio Mixer uses) would cause adverse effects on mobile platforms?
Q: Has larger bitrate audio been tested on Mobile in recent months? If so, how long ago?
http://digitalpinballfans.com/showt...nal-Sound-Data?p=112736&viewfull=1#post112736
It's likely the fact that (the audio in the high quality soundtracks) is not compressed (like it is) for mobile devices. The original recorded audio was @ 44.1K IIRC and then down sampled to 11.25K for mobile and then (possibly?) further compressed when packed into the game resource. ( I recall seeing an ADPCM tag for the mobile resource packager ).
@Mike Reitmeyer could comment better about it.
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Is there a technical reason why the audio is so heavily compressed on Android and iOS? I'd love to hear the audio at 22.1Khz (at a minimum) on mobile, but I'm not sure if older devices could handle the extra RAM required to cache the streamed sounds.
I know Ryan has had all sorts of issues with the Farsight audio mixer on Android. http://digitalpinballfans.com/showt...-the-Mechanical-Sound-Effect-Delay-in-Android documents the current status.
Also, for those interested about ADPCM: http://en.wikipedia.org/wiki/Adaptive_differential_pulse-code_modulation
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If the audio is being compressed, and mixed down to a single channel for mobile couldn't there be some additional audio pre-production being done? Things like removing as much of the overlapping frequencies as possible to allow for the samples to play cleaner/clearer with limited artifacting etc, and pre compression and limiting before the actual mp3/ogg compression and change in the sample rate. With the right application of multi-band compressors and eq work ahead of time, knowing what the compression algorithms will do to the audio file there can be attempts made to get the best possible product.
...
This is where the conversation ended on that thread.
Because some iOS and Android users may not frequent the Real Pinball sub-forum, I wanted to highlight this discussion here in General, and perhaps get some needed exposure/explanation about the issue.
Questions
Q: Would increasing the quality to 22.1K (which is perfect for the Mono sound format the Farsight Audio Mixer uses) would cause adverse effects on mobile platforms?
Q: Has larger bitrate audio been tested on Mobile in recent months? If so, how long ago?