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authorLoek Le Blansch <loek@pipeframe.xyz>2024-09-29 16:41:01 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-09-29 16:41:01 +0200
commit9fa3780a3fc34d6894680aa88d1b37888f3574a9 (patch)
treec90fbc9c5c1d7ee4cec97040f2ac92c7858ce8ff /research.tex
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parent7a044bb0081f73e2b500f2c1c82d6ad298fc98a1 (diff)
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\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}
+