meaning again, we're using Microsoft's player, and they pay the license to decode.
Okay, I laughed a little at this phrase like "Poor Microsoft..." xD
However the media player has its limitations. Like the one MP3 must be playing at once, no sound effects etc.
And like gnysek said, the whole MP3 licensing thing is a nightmare, there are so many pitfalls.
I'd be more happy to see GameMaker's sound pipeline designed to convert everything to OGG. Like e.g.
User loads a new sound > Open File (Available formats: OGG, MP3, WAV, AIFF, FLAC etc.)
The sound gets loaded and converted automatically to OGG by ffmpeg, whatever the format is (except if already OGG) and then placed in the gmx sound directory.
Then the sound is played through OpenAL. You don't need abstraction layers for DirectSound or to worry about MP3s and stuff because all is OGG format.
In case of browsers, the very first time the game is run/exported as HTML5 the OGG sounds are also converted to MP3s, otherwise nothing is converted to MP3s.
Also from another bug report, I mentioned MP3s have "built-in" gaps making seamless looping nearly impossible. OGGs do not have that by default. (More info http://en.wikipedia....apless_playback
This mostly depends on the sound editor I believe, but the majority of them always add these gaps. Don't know if the current setup of ffmpeg with GameMaker adds them as well but I suppose it does.
I have even searched and found an utility that makes seamless MP3 loops because I had a problem in the past with Flash that could not load OGG loops.
Edited by Sindarin, 13 February 2012 - 11:42 AM.