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GTA3 for the radios was using IMA ADPCM on both PS2 and PC. Some cutscene files were PCM, some files were mp3. Vice City used adf, a custom container for (horr
by alternatetwo 5y ago
GTA3 for the radios was using IMA ADPCM on both PS2 and PC. Some cutscene files were PCM, some files were mp3.
Vice City used adf, a custom container for (horrible quality) mp3 files. PS2 still used ADPCM. Most PC cutscene files are mp3 (twice encoded btw, so extra terrible quality), on PS2 they're also ADPCM.
SA was the first 3d GTA game to use ogg for the radio, and also doesn't use miles sound system anymore.
It should be noted that the GTA3 Definitive Edition ogg encodes are just encodes from the original PC ADPCM files, NOT from lossless masters. The cutscenes are also the same quality the PC version had, so a mix of mp3 and PCM sources.
- gavinray 5y agoJust curious -- how do you know this? It's such obscure/trivial stuff (but interesting). Seems like info you probably couldn't find. Neat to see it documented somewhere.
- alternatetwo 5y agoWell I'm kind of an audio nerd, and the radios are great to listen to in the background, so I guess that explains it. You probably can't find it, but it's relatively easy to figure out by just browsing the original game files, since the audio files (except for SFX.RAW/DAT) are all unpacked.
- iforgotpassword 5y agoHow did you find out those mp3s were encoded twice?
- alternatetwo 5y agoThe most damning piece of evidence is that they have twice the encoder delay (mp3 encoders add a few samples at the beginning and end) that the file would have if encoded once (from VC PS2 for example).