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Reading thru the thread you linked though, makes me believe even more the sound may be recorded in good quality. I should grab a tool to extract that .pak and check if these .ogg FX tracks are really downsampled.
If so, maybe the music is also packed in, the "music/*.ogg" directory I got in Rebel Galaxy root is not really the music used in game, as it has good quality if I listen via Windows Media Player, for instance.
If the packed sounds are all downsampled/flattened for space/performance, then an "audio quality mod" could be possible, given the free FX libraries are identifiable.
Otherwise (in case the game downgrades the .ogg files on-the-fly) there could be a setting in the "free indie engine" that could be tweaked to improve that.
Could be an interesting research. Wish I could just unpak that file and play the game with the files "open in filesystem". :)
I think you're onto something there. It would be an amazing mod and definitely one that ends up being popular with the few folks who bother checking the modding section. I know I'd appreciate & use it as I still play now and then. If you do end up making it be sure to post it in the modding section. I'll add it to the big mod list plus link it to the official RG Twitter. Pretty certain they'd happily retweet it. :)
For what I could find by extracting the whole data.pak, the music is really not in; so it is the greater quality one in the `Music\` folder, unpacked.
- Good we have high quality assets in the PAK file
- Good if there's a setting a tiny mod would be required to enable better sound quality
- Bad as there may just not be a setting that could be set, as probably audio engine is "decided" even before the .pak is loaded.
(I have forked and tried to translate the instructions from hhrhhr/Lua-utils-for-Rebel-Galaxy in avengerx/Lua-utisl-for-Rebel-Galaxy; also did a tiny set of minor updates in the batch scripts)
In other words, something else is used to mix in the sounds and I'm clueless as for what it is. So far I dug thru the files I could expand from the pak, no luck identifying which sound engine or anything about code audio settings. Seems it would take a little more than modding to get into these audio issues, unfortunately.
When you are talking about “high-ish-end” hardware, do you talk about the Koss Sparkplug for 20 bucks?
Those have a spectrum of 10Hz to 20kHz. The music has 44.1kHz => Everything above 40kHz is lost on those in ears all the time. This might be more noticeable as these in ears might have a higher noise cancelation than your sony headset.
The music is available in multiple versions for certain applications inside the game. E.g. “Badman” has the normal version an “inst” and “light” version. The light version is a little washed-out variation for the main menu as far as I can tell i.e. altered background version of the original song. Although all of them are in 44.1kHz
Once I found about that FMOD sound manager I could easily find several threads in their website about people complaining how it "downscales" the audio quality of samples. The "downgrade" is then explained by the use of several features of the framework, noticeable the "3D panning"; this is the one thing I'm most inclined to believe is the reason of the loss of quality in Rebel Galaxy, and I couldn't find any points among the ".dat" files that suggested any variable that would be fed to the FMOD module. The parameters are most likely hardcoded in rebel galaxy binaries, unfortunately. :(
The quality difference between the different music versions of the same tune is not as noticeable as the in-and-out-of game (with sparkplug phones at least). It sounds so bad I prefer to play the game wearing the 'on-ear' phones instead.
About your mention of the 40-44kHz range you claim the phones are unable to handle, maybe this helps you understand part of the problem: https://dsp.stackexchange.com/questions/38131/if-humans-can-only-hear-up-to-20-khz-frequency-sound-why-is-music-audio-sampled
The usually difficult part in sound are the low frequencies, the "bass", in which 10Hz is pretty decent, I think; as for "treble", I'm not sure how problematic it is other than the loss inherent from the transistor-driven audio systems. But that one is outside the speakers' portfolio, it lies in the amplificator ("stereo") table.