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why only 44KHz WAVs?

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-30-2004 11:51
Why not support the lower 22 and even 11KHz WAVs (which often sound the same and are much less file size than if they were 44KHz)? Having to convert all my lower-KHz WAVs to degraded 44KHz WAVs really sucks!

And why not support uploading ZIPPED WAVs to save bandwidth? Sheesh...
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
12-30-2004 12:04
They are all converted to OGG on the back-end anyway (with unknown sampling rate), so your introduced aliasing from upsampling to 44kHz is likely squished back out.

A better question might be: "Why can't I upload in SL native format?" to which the answer is likely "because we used to use DirectSound until we got annoyed with the limitations an converted to the FMOD library and WAV is much more widely supported than OGG and we'd rather fix bugs than introduce new features right now". But that's a guess.

It would be an interesting test to send up some test WAVs and see where the cutoff frequency is.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-30-2004 12:05
cause they want to make sure the ogg conversion is to standard. it's pretty easy to screw up an ogg encoding.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-30-2004 12:09
If the 44KHz WAVs are converted to OGG ANYWAY, why not just allow other KHz rates (at least 22 and 11)? Why use OGG anyway? WAV is industry-standard; not OGG.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-30-2004 12:26
From: Eep Quirk
If the 44KHz WAVs are converted to OGG ANYWAY, why not just allow other KHz rates (at least 22 and 11)? Why use OGG anyway? WAV is industry-standard; not OGG.


http://www.vorbis.com/faq.psp#dev
http://www.vorbis.com/faq.psp#artist

A. Ogg Vorbis is free. no royalties.
B. Saves bandwidth.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
12-30-2004 12:47
WAV is, simply put, highly inefficient for an environment such as this. Whether it's sounds, graphics, or future compression schemes involving smell-o-tech, we wanna make the max out of our bandwidth. :)

I can actually see a use for downsampled sound files in some situations, such as a deliberately lo-fi game-within-a-game. Deep gritty rumbling, for example.
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
12-30-2004 13:09
If you mean to save bandwidth then the use the existing conversion bit-rate settings under sound. I think you can choose 64,96,128.. They really should have made it an option when uploading instead of hiding it there, lol.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-30-2004 13:40
From: CrazyMonkey Feaver
If you mean to save bandwidth then the use the existing conversion bit-rate settings under sound. I think you can choose 64,96,128.. They really should have made it an option when uploading instead of hiding it there, lol.


Again my point is lost upon people who don't choose to read more carefully. What I am implying is that, all around, SL is VERY wasteful in terms of bandwidth.

20MB "updates"/"patches" are ridiculous. Uncompressed WAV uploading is silly. Having to redownload textures whenever an av changes something on another one is just lame. I'm sure there are many more examples of bandwidth waste I have yet to discover...
Weedy Herbst
Too many parameters
Join date: 5 Aug 2004
Posts: 2,255
12-30-2004 15:55
Compression of .wav = .mpeg. These files then must be converted into the desirable format, which also consume resources. So its not more efficient, only to memory storage.
Audio files are limited to 10 seconds, which is the workaround.
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Aaron Hadlee
Loves Palmina Palmerstone
Join date: 28 Jul 2004
Posts: 5
12-30-2004 15:57
Hey Weedy :P This is nuts, isnt it? :mad: :mad: :mad:
Lord Palmerstone
Registered User
Join date: 11 Aug 2004
Posts: 36
12-30-2004 16:29
Actually the 10-second limit is due to legal constraints. Ten seconds is considered 'sampling' by the RIAA and therefore is not infringement.

Of course that doesn't stop people from uploading a 3-minute song in 18 segments and stringing them together with a script. Oh wait, that was the old days, now we have streaming audio to our land...
Pedro Pendragon
Registered User
Join date: 15 Jan 2004
Posts: 77
12-30-2004 18:51
Eep,
You are not uploading the raw .wav file. The conversion to OGG takes place within your local client before the uploading occurs. The same thing happens for images -- you are not uploading that 2.4 MB .bmp, you're uploading a 200k jpeg-2000 file. (You can sometimes find the leftovers from this process lurking in your windows temp directories... Take a look sometime, there's a lot of interesting stuff to be found there)

Weedy,
considering the resources that SL requires: CPU, disk, and network bandwidth. bandwidth is by far the scarcest. It's definitely more efficient to spend a tiny fraction of a second encoding and decoding sounds and images than it is to transfer them raw.

There are undoubtedly many more ways to save on downstream bandwidth, but the content uploading part is about as streamlined as it's likely to get for a while.