mp3 Royalties, OGG Vorbis and FMOD
I learned quite recently that using mp3 encoded audio in your game is in fact not royalty free. OGG Vorbis was recommended as a good, open-source royalty free alternative, but alas, Game Maker Pro (v8) did not support it. I was referred to a great audio framework called FMOD which supports OGG and greatly improves Game Makers audio capabilities. I can now overlap multiple layers of background music and ambient environmental audio, which was impossible to do with Game Makers limited mp3 support.
Just a heads up for those of you making commercial games who are unaware of mp3 royalties. It is also my understanding that FMOD is not limited to Game Maker, here is their homepage.
Better add this here too... Use Supersound.dll instead, it's free for both free and commercial games.
Just a heads up for those of you making commercial games who are unaware of mp3 royalties. It is also my understanding that FMOD is not limited to Game Maker, here is their homepage.
Better add this here too... Use Supersound.dll instead, it's free for both free and commercial games.
Comments
http://gmc.yoyogames.com/index.php?showtopic=120034
Note: Sounds are loaded externally.
I assume it works in GM Studio still?
I'm tempted to recommend OpenAL, but I think that I've read that it may still have issues on some platforms. (According to Wikipedia it also has a few other limitations, the importance of which would likely depend on the application.)
As to wav, they do have the advantage of not being lossy -- but one pays for it in file-size, I fear (much as with bitmaps).
To those who have an aptitude for sound, how does the ogg format compare to mp3 in terms of quality and loss? I doubt that it preserves as much as wav, but does it lose as much as mp3?
I haven't actually tried using the Ogg Vorbis format, always default to mp3 when encoding out of habit, but prevailing theory seems to be that Ogg sound quality is better than mp3 from 192kbps upwards or at very low kbps rates (64 and below)
http://gmc.yoyogames.com/index.php?showtopic=333705&page=23#entry3495950
I know software vendors making mp3 authoring software and hardware with mp3 decoders need to pay licence fees, but I've never heard of anyone having to pay licence fees for including mp3 as a file resource in a multimedia package. In fact if you're using Unity mp3s are your only option on iOS.
Have the feeling this really isn't something you need to worry about unless you're actually writing your own mp3 decoder?
In other words, use Supersound.dll and OGG Vorbis, even if mp3 was free.
We used http://www.j-ogg.de/core/main?/download-libraries.html
There is also an lgpl alternative I have not tried
http://www.jcraft.com/jorbis/
http://www.fmod.org/mp3license/
Interesting - wonder how browser games work in terms of number of copies. And anything with more established middleware, like unity, almost certainly would not have to worry about this. Though I can this being an issue for game maker. But the chances of enforcement of this license is incredibly low anyway.