diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-29 16:41:01 +0200 |
---|---|---|
committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-29 16:41:01 +0200 |
commit | 9fa3780a3fc34d6894680aa88d1b37888f3574a9 (patch) | |
tree | c90fbc9c5c1d7ee4cec97040f2ac92c7858ce8ff /research.tex | |
parent | 900805f3d6ddcf31fc3141a460e888c3f90a8099 (diff) | |
parent | 7a044bb0081f73e2b500f2c1c82d6ad298fc98a1 (diff) |
merge `master` into `loek/design`
Diffstat (limited to 'research.tex')
-rw-r--r-- | research.tex | 77 |
1 files changed, 76 insertions, 1 deletions
diff --git a/research.tex b/research.tex index 5aa7c4f..1b8a5ab 100644 --- a/research.tex +++ b/research.tex @@ -1,6 +1,6 @@ \documentclass{projdoc} -\title{Research document} +\title{Research Document} \begin{document} \tablestables @@ -310,6 +310,80 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Findings} +\subsection{Unity formats} + +% TODO: +ref (urldate 2024-09-11) +Unity has many different asset file types that can be imported to use for a game +\href{https://docs.unity3d.com/Manual/BuiltInImporters.html}{unity imports}. The most +important formats are the audio, text and sprite formats. + +\subsubsection{Audio} + +% NOTE: multicols to save space (is this list necessary?) +The unity engine supports a lot of different audio formats:\noparbreak +\begin{multicols}{5} +\begin{itemize} + \item ogg. + \item aif. + \item aiff. + \item flac. + \item wav. + \item mp3. + \item mod. + \item it. + \item s3m. + \item xm. +\end{itemize} +\end{multicols} + +\subsubsection{Sprite formats} + +% NOTE: multicols to save space (is this list necessary?) +Unity supports many different image formats:\noparbreak +\begin{multicols}{5} +\begin{itemize} + \item jpg. + \item jpeg. + \item tif/tiff. + \item tga. + \item gif. + \item png. + \item psd. + \item bmp. + \item iff. + \item pict. + \item pic. + \item pct. + \item exr. + \item hdr. +\end{itemize} +\end{multicols} + +\subsection{Audio Format} + +% TODO: +ref (both urldate 2024-09-12) +The choice of audio format for the cr\^epe game engine depends on several factors, +including sound quality, memory usage, and licensing. According to various sources +\href{https://dev.to/tenry/comparison-of-audio-formats-for-games-jak}{comparison audio formats}, +\href{https://www.universityofgames.net/articles/audio-file-formats-used-in-game-development/}{Audio files in games}, +the most commonly used audio formats in game development are WAV, MP3, and Ogg. + +\subsubsection{Licensing} + +Historically, MP3 had patents on the audio format, but these restrictions have +expired. Ogg and FLAC, both developed by Xiph.Org, are open-source formats. +Additionally, the WAV format, though widely used, does not require a specific license +for distribution. + +\subsubsection{Conclusion} + +For the cr\^epe game engine, Ogg and FLAC are the preferred audio formats due to +their open-source licenses and high compatibility. FLAC is ideal for high-quality +audio with minimal compression, while Ogg is better suited for lower-quality audio +that requires reduced memory usage. Both formats come from the same non-profit +organization, Xiph.Org, ensuring that they align with open-source values and +licensing flexibility. + \subsection{Conclusion} \section{Rendering} @@ -431,3 +505,4 @@ the most suitable (and only) audio library for use in this project. \subsection{Conclusion} \end{document} + |