Fast .OGG Conversion with OGGENC2

aL BeasTie

Well-known member
I've used this for ages, but thought I should mention it for others.
It's useful to have in your collection of OpenBOR tools.

OGGENC2 Download
http://www.rarewares.org/ogg-oggenc.php

It's command line based, but it will work as 'Drag and Drop. 

Extract/Copy OGGENC2.EXE to the folder you want to use it from,
and simply drag and drop the .WAV file you want to convert onto OGGENC2.EXE

The default quality setting is '3' - Max is 10

To optimize the size of your mod you should choose quality setting '1'  This will make the smallest size file and your should hear no difference in quality.  If you feel that the quality is not good enough than try setting 3.


TO CHANGE THIS SETTING

- create a shortcut to OGGENC2.EXE

- Right-Click the shortcut and select - 'Properties'

- In the section where it says 'Target'
  add -q% to the end of this  line ( % being a number 1-10 )

Example - M:\BOR_MOD\data\music\oggenc2.exe -q1
aaaa.png


- Click Apply/OK

- Now to convert just 'Drag & Drop' onto the Shortcut instead :)

 
No solution.
I like music and im making music myself but to be honest having mod with music that takes 200% of space of the actual game is a bit too far, id prefere to loop best parts of track and split them into separate songs, i know some guys take it overboard and when youre checking the game its music takes up 70% of the size of entire game and 30% is the acutal game itself.
OGG was supposed to solve this but it has its problems and im not using it.
 
Die in Fire, to be exaclty, the lag occurs more on PSP than Android. I only saw it happening on an android tablet with poor ROM (512mb) which scales the screen to fit (and the lag happens even with the sound effects, so its not something related to .ogg). But in PSP it seams to occur always.

But the lag is so minimum that I suggest you to use .ogg over .bor The only .bor music files I use is the ones on the menu and remix, because the engine doesn't seams to recognize the .ogg files, just the .bor files. Even if you use a .ogg file on the menu, once you get on the select screen and return to the title screen, it will play the remix.bor (if I am not wrong), not the .ogg file you set on the configuration.

Ogg files are way smaller than .bor, just saying.
 
O Ilusionista said:
The only .bor music files I use is the ones on the menu and remix, because the engine doesn't seams to recognize the .ogg files, just the .bor files. Even if you use a .ogg file on the menu, once you get on the select screen and return to the title screen, it will play the remix.bor (if I am not wrong), not the .ogg file you set on the configuration.

I wasn't aware of this. I'll see if I can do something about it.

Ogg files are way smaller than .bor, just saying.

Pretty much. The .bor file is essentially an as-is PCM with some header info tacked on. The size difference .ogg makes is incredible, and it's a ton easier to work with.

DC
 
I'm bringing this topic back from the dead to clear up some confusion.

O Ilusionista said:
Die in Fire, to be exaclty, the lag occurs more on PSP than Android. I only saw it happening on an android tablet with poor ROM (512mb) which scales the screen to fit (and the lag happens even with the sound effects, so its not something related to .ogg). But in PSP it seams to occur always.

The lag on Android can be fixed by switching from libvorbis to Tremor.  I've already talked to CRxTRDude about this, and he'll look into it when he has time.

The PSP is just slow though.

The only .bor music files I use is the ones on the menu and remix, because the engine doesn't seams to recognize the .ogg files, just the .bor files. Even if you use a .ogg file on the menu, once you get on the select screen and return to the title screen, it will play the remix.bor (if I am not wrong), not the .ogg file you set on the configuration.

The way this works is that when it wants to play the title screen music, the engine checks for data/music/remix.bor and plays it if it exists.  If remix.bor doesn't exist, it then tries data/music/remix.ogg.  You can use .ogg for any of the built-in music files, but if there's both a .bor and a .ogg available, it will use the .bor.

Damon Caskey said:
The .bor file is essentially an as-is PCM with some header info tacked on. The size difference .ogg makes is incredible, and it's a ton easier to work with.

It's actually ADPCM, so the size will be 1/4 of the original PCM.  The point still stands though - it's inferior to Ogg Vorbis in both size and quality.
 
The way this works is that when it wants to play the title screen music, the engine checks for data/music/remix.bor and plays it if it exists.  If remix.bor doesn't exist, it then tries data/music/remix.ogg.  You can use .ogg for any of the built-in music files, but if there's both a .bor and a .ogg available, it will use the .bor.

Sorry Plombo, but at least in all the versions I've tested, this is not true. If the engine doesn't fiends the .bor, it will just be silence - and not the .ogg version.
 
the same thing happens in the select screen .txt
it plays the default bor music

Code:
music   	data/music/menu.ogg 1

background	data/bgs/select.gif
allowselect     Ryo Robert Yuri FastRyo kgnrob syuri
 
O Ilusionista said:
The way this works is that when it wants to play the title screen music, the engine checks for data/music/remix.bor and plays it if it exists.  If remix.bor doesn't exist, it then tries data/music/remix.ogg.  You can use .ogg for any of the built-in music files, but if there's both a .bor and a .ogg available, it will use the .bor.

Sorry Plombo, but at least in all the versions I've tested, this is not true. If the engine doesn't fiends the .bor, it will just be silence - and not the .ogg version.

Will also take a look at this when trying to fix the video bug.
 
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