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Thread: Best Audio format for music

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleMac Export ModuleInstall Creator Pro
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    kiko's Avatar
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    The royalties for to use mp3 are paid from 100,000 units sold.
    Under 100,000 units no pay.

  2. #12
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    yeah I think i've read it's 100k in revenue.. but if you do use .mp3 and your game makes it big, if you pass the $100k mark you'll be stung with a $15,000 fee... why not just use .ogg?

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleMac Export ModuleInstall Creator Pro
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    Yes, i'm use only Ogg.
    The OGG format with long sound consumes very large memory resources.
    The Ogg file is compresed in the APK but uncompresed in WAV format in memory when the frame is loaded.
    The mp3 is decompressed at runtime with low memory consuming.

    Some people use mp3 for background music with high quality.
    The royalties conditions are changing often.
    The latest information that i have is that not paid for titles with less than 5000 units sales, and a single royalty of $2500 per title

    You can check it in http://www.mp3licensing.crom/royalty/games.html
    I don't know if this conditions are applicable to free grames...

    In short, depending on the type of product to be developed (and the needs for memory and processing resources) and sales, budget, sales objectives, sought we can use mp3 or not.

    At first an amateur or indie dev. no need to use mp3.

  4. #14
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    Since this thread surfaced, I must admit I tried .ogg and it works seamlessly for small sound bytes,I would still use MP3 for longer background music though.

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