Tks
Major Contributor
- Joined
- Apr 1, 2019
- Messages
- 3,221
- Likes
- 5,497
I recently managed to rip some of the audio from one of the games I used to play when I was a bit younger, the problem was that even audio was built into the game engine and had to be extracted with a custom solution that the company responsible for the game would obviously never give out.
In light of my recently gravedug post about the point of upsampling I had back in April of this year, I want to take a stab at this question I had about some of the audio I found.
What I found was a bunch of audio, with some tracks that would play on a radio while you drove the car in the game. The majority of audio was in 32Khz, while these other tracks are all 11Khz (16 bit though, as are the rest with respect to bit-depth). The bitrate is a pretty meager ~40kbps. All tracks are seemingly clipping constantly and really do sound like something that would have been playing out of a car radio system.
The only reason I am even able to hear any of this is having JRiver upsample the music. So I guess that's one reason to upsample music, I know of nothing that can play 11Khz audio ;P
So the actual question. What is this 11Khz audio? As in, why does this exist, and how is this even produced, and the better question being why? At first I thought it had something to do with filesize, but that makes no sense, as bitrate is a bigger factor here. Is this some sort of DAW process of trying to have properly analogue-sounding audio for the game itself? I am stumped. Interestingly, the compression seems to be MPEG 2.5 Layer 3 (seemingly for very low sample rates).
In light of my recently gravedug post about the point of upsampling I had back in April of this year, I want to take a stab at this question I had about some of the audio I found.
What I found was a bunch of audio, with some tracks that would play on a radio while you drove the car in the game. The majority of audio was in 32Khz, while these other tracks are all 11Khz (16 bit though, as are the rest with respect to bit-depth). The bitrate is a pretty meager ~40kbps. All tracks are seemingly clipping constantly and really do sound like something that would have been playing out of a car radio system.
The only reason I am even able to hear any of this is having JRiver upsample the music. So I guess that's one reason to upsample music, I know of nothing that can play 11Khz audio ;P
So the actual question. What is this 11Khz audio? As in, why does this exist, and how is this even produced, and the better question being why? At first I thought it had something to do with filesize, but that makes no sense, as bitrate is a bigger factor here. Is this some sort of DAW process of trying to have properly analogue-sounding audio for the game itself? I am stumped. Interestingly, the compression seems to be MPEG 2.5 Layer 3 (seemingly for very low sample rates).