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<blockquote data-quote="Mastak" data-source="post: 7099487" data-attributes="member: 373810"><p>Yes, people really throw any random audio format at you in RPG Maker (because RPG Maker will simply ask Windows to play it...), so this was really a big problem for us for years but then some new developer appeared who helped us with the audio system and the resampling. SDL_mixer was not really designed for games that have PCM WAV with any format out of Mono/Stereo 8/16/24 Bit 8k/16k/22050/44100/48kHz (usually ripped from the internet or video games and never reencoded ^^) and there resampler only supported power-of-2 resampling (so 22050 to 44100 yes, but 48000 to 44100, a very common use case, was noise).</p><p></p><p>The MP3 library provided by SDL mixer (libmad) was also really bad for our use case and only supported 44.1k, the rest played noise only.</p><p></p><p>One Midi feature is not implemented yet: "Loop points". That's some RPG Maker specific MIDI event which allows you to declare a loop inside the MIDI file. But this needs library support (we contacted the WildMidi devs).</p><p></p><p></p><p>The fade animations being slow is a many years old design error. The transition is rendered by the Player Update logic (not by Graphics update), which means that frameskipping will not happen. And changing this would be some work (will happen someday) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite48" alt=":)" title="smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>The Android version uses the same "gus patches" as WildMidi on 3DS, so if you want to know how Midi will sound like: Install the Android version *g*</p></blockquote><p></p>
[QUOTE="Mastak, post: 7099487, member: 373810"] Yes, people really throw any random audio format at you in RPG Maker (because RPG Maker will simply ask Windows to play it...), so this was really a big problem for us for years but then some new developer appeared who helped us with the audio system and the resampling. SDL_mixer was not really designed for games that have PCM WAV with any format out of Mono/Stereo 8/16/24 Bit 8k/16k/22050/44100/48kHz (usually ripped from the internet or video games and never reencoded ^^) and there resampler only supported power-of-2 resampling (so 22050 to 44100 yes, but 48000 to 44100, a very common use case, was noise). The MP3 library provided by SDL mixer (libmad) was also really bad for our use case and only supported 44.1k, the rest played noise only. One Midi feature is not implemented yet: "Loop points". That's some RPG Maker specific MIDI event which allows you to declare a loop inside the MIDI file. But this needs library support (we contacted the WildMidi devs). The fade animations being slow is a many years old design error. The transition is rendered by the Player Update logic (not by Graphics update), which means that frameskipping will not happen. And changing this would be some work (will happen someday) :) The Android version uses the same "gus patches" as WildMidi on 3DS, so if you want to know how Midi will sound like: Install the Android version *g* [/QUOTE]
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