• Shihali@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    11
    ·
    1 month ago

    Strawberry doesn’t support about a dozen audio formats I use, so until it’s got wider support I have to pass.

    • tekato@lemmy.world
      link
      fedilink
      English
      arrow-up
      20
      arrow-down
      1
      ·
      1 month ago

      You have support for .wav .flac .mp3 .opus, why would you use anything else?

      • Shihali@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        7
        ·
        1 month ago

        Because hard drives aren’t getting any bigger lately and I don’t want to multiply the size of my videogame music collection by ten?

        • tekato@lemmy.world
          link
          fedilink
          English
          arrow-up
          11
          arrow-down
          1
          ·
          1 month ago

          You are saving your music in a format more efficient than opus or aac? What format is that?

          • Shihali@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            18
            ·
            edit-2
            1 month ago

            Chiptune formats for retro videogame music can be very efficient. Just picking two with particularly good music, I have a 21 KB (0.02 MB) file storing 28:30 of music and 4.72 MB of files storing 1:54:48 of music, both at source quality.

            The catch is that they are designed exclusively to rip chiptunes from retro videogames as close as the format designers and player coders could manage to the original. So even the oversized ones like the 4.72 MB of files extracted from a 3 MB game are going to be far smaller than a general use format like opus. But you can’t encode your own music in the format without going to massive effort to code it like you would an authentic chiptune, and you’re unlikely to like the results.

              • Shihali@sh.itjust.works
                link
                fedilink
                English
                arrow-up
                12
                ·
                1 month ago

                Those are SPC files, and that particular example was one rip of Final Fantasy VI (III)'s soundtrack.

                Unfortunately, it only handles music embedded in Super Famicom/Super Nintendo games. To convert your own music to SPC, you’d have to rewrite it for the SNES sound chip.

                  • Shihali@sh.itjust.works
                    link
                    fedilink
                    English
                    arrow-up
                    5
                    ·
                    1 month ago

                    Why don’t they advertise these things? Can they be bothered to list all the formats they support somewhere?

                  • Shihali@sh.itjust.works
                    link
                    fedilink
                    English
                    arrow-up
                    5
                    ·
                    edit-2
                    1 month ago

                    The even more efficient example was Mega Man 3. The standard rip format for NES music is far more efficient but also far more complex, requiring specialized skills to rip instead of a copy of ZSNES and a fast finger on the F1 button.

                    Edit: the standard rip format for NES music is NSF, but an expanded version NSFe is better if you can get it because it supports metadata like song names and lengths.

            • moriquende@lemmy.world
              link
              fedilink
              English
              arrow-up
              5
              ·
              1 month ago

              Damn, may I ask how big your entire library is? At those sizes, you can store more music than I’ll ever need in a couple of gbs.

              • Shihali@sh.itjust.works
                link
                fedilink
                English
                arrow-up
                14
                ·
                1 month ago

                Everything filed under “Chiptune”, excluding the AT3 and MAB files which are effectively general purpose music formats, comes to 1.14 GB for 4211 items totaling 158:50:29. There are a lot of duplicates in there, because for a lot of these items it’s more trouble to hunt down a replacement copy than it is to store a backup.

                The catch, of course, is that it’s all retro videogame music from bleep to bloop.

      • dezmd@lemmy.world
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 month ago

        If it doesn’t play Amiga era .mod files, is it really even a music player?

        • tekato@lemmy.world
          link
          fedilink
          English
          arrow-up
          3
          ·
          1 month ago

          Funny enough, it does. Here’s the full list of supported formats. Line 54:

          const char FileView::kFileFilter = ".wav *.flac *.wv *.ogg *.oga *.opus *.spx *.ape .mpc " ".mp2 *.mp3 *.m4a *.mp4 *.aac *.asf *.asx .wma " ".aif *.aiff *.mka *.tta *.dsf .dsd " ".cue *.m3u *.m3u8 *.pls *.xspf .asxini " ".ac3 .dts " ".mod *.s3m *.xm .it" ".spc *.vgm";

          Although like .spc, it doesn’t support seeking, you have to listen to the whole file in order or restart for the beginning.