Sometimes the songs I want to upload are 6 or 8 seconds over the 2 minute limit, and I have to change their pitch just to allow it to go through.
The quality does take a hit after like a certain amount of time (I can’t compress a 6 minute song into 2 minutes without it sounding like ass)
The thing is, I accept that this is a limit, but I dislike how I have to do so much work to work around it.
Chop the song up, pitch shift it so that it’s just under 2 minutes, and then when I add it to my game make sure whatever music system I have in place turns the Pitch value down for that sound, also, finding out what Pitch value would work best on a per song basis.
Why can’t we have a big kid option where it tells you “Hey your song is 12 seconds over the limit. Would you like us to auto pitch shift it for you?” and then unpackage them ingame so they play at their normal speed whenever it plays?
Sometimes I like playing music in certain games, either as an admin or through some gear/ tool I have. And I hate how I can’t play some of my favorite songs because they’ve been sped up to fit the limit.
If Roblox could automatically degrade the sound quality/ treat it as if it were the same file as if it were pitch shifted/ worked around, that’d be amazing.
Only downside is that I have no idea how the “compression” process may take a toll on Roblox.
[quote] Aaaaand I posted this into Development Discussion instead of Feature Requests. How do I keep doing that? [/quote] Regaurdless, I support. I’d been previously using audacity and a calculator to figure out what to pitch shift it to. Your idea seems way better.
Honestly, there isn’t really much of a reason for the limit – people will just upload multiple files to get around the limit, and it ends up costing even more data. You can have:
4 file headers
4 audio clips
or
1 header
1 audio clip
^sounds much better to me
I assume the reason they have it this way is because of the outdated sound engine though It prob can’t handle > 2 min clips. Something that CAN be done though is to fix the uploading price. Make it priced per second instead of a flat rate. paying 100 Robux to upload 0.1 seconds of audio is ridiculous. Period.
[quote] Honestly, there isn’t really much of a reason for the limit – people will just upload multiple files to get around the limit, and it ends up costing even more data. You can have:
4 file headers
4 audio clips
or
1 header
1 audio clip
^sounds much better to me
I assume the reason they have it this way is because of the outdated sound engine though It prob can’t handle > 2 min clips. Something that CAN be done though is to fix the uploading price. Make it priced per second instead of a flat rate. paying 100 Robux to upload 0.1 seconds of audio is ridiculous. Period. [/quote]
The sound engine could handle 10 minute songs even before recent updates. It’s most likely just to reduce the lag produced when the client loads the song, and to ease up on moderation.
Instead of modifying the pitch - modify the sample rate.
When you re-export the audio in Audacity, it would be like you sped the pitch up when you haven’t. When you want to calculate what pitch you should play it ROBLOX, simply take 44100 and divide it by the target sample rate.
EDIT: Before you ask, I totally did this with ‘The Scatman’.
EDIT 2: Also, just to point out; this doesn’t work when you put the sample rate too high - the mp3 format only supports a few sample rates and even if you did get it at the right sample rate, it’s more likely to be blocked due to being ‘sped up’.
I kinda wish that the price for sounds depended on how long it is.
Although I can see how it’s easily abused, users will upload 1 second spam sounds for a cheaper prices.
But I really don’t want to spend 100R$ for a 3 second sound I need.
[quote] Instead of modifying the pitch - modify the sample rate.
When you re-export the audio in Audacity, it would be like you sped the pitch up when you haven’t. When you want to calculate what pitch you should play it ROBLOX, simply take 44100 and divide it by the target sample rate.
EDIT: Before you ask, I totally did this with ‘The Scatman’.
EDIT 2: Also, just to point out; this doesn’t work when you put the sample rate too high - the mp3 format only supports a few sample rates and even if you did get it at the right sample rate, it’s more likely to be blocked due to being ‘sped up’. [/quote]
I’m sorry for the necrobump, but I just went searching for this exact thread and post, and would love to give you a firm handshake for this
In hopes if other people end up needing this, I’m gonna put in a few tags to help people who are using this forum’s search:
how to pitch shift accurately precisely precision speed 2 minutes audio sound rate cap compress export
I’m sorry for the necrobump, but I just went searching for this exact thread and post, and would love to give you a firm handshake for this
In hopes if other people end up needing this, I’m gonna put in a few tags to help people who are using this forum’s search:
how to pitch shift accurately precisely precision speed 2 minutes audio sound rate cap compress export[/quote]
Haha, thanks. Now that OGG files are allowed, I believe we can go as high as 192000Hz. That’s what Audacity limits me to without crashing, anyway. And according to Audacity, you don’t lose that much quality. Totally makes for the advantage.
EDIT: Here’s some proof, too. Dropbox - Error - Simplify your life
Download Corneria.zip, extract it, put Corneria.ogg in your rbxasset:// directory in Studio, and run this code:
local s = Instance.new("Sound")
s.SoundId = "rbxasset://Corneria.wav"
s.Pitch = 32000/384000 -- It was originally recorded at 32000Hz. I'm a noob. :P
s.Volume = 1
s.Parent = workspace
s:Play()
I can tell you the original (Corneria.wav) sounds just as damn good. But you’re not likely to get it through moderation, though.
[quote]
Haha, thanks. Now that OGG files are allowed, I believe we can go as high as 192000Hz. [/quote]
You’re saying we’ve been able to compress around 7 minutes of sound without loss this whole time?!