I am referring to this rule from Audio section of current RC:
A beatmapset's audio file must use the .mp3 file format and have an average bit rate no greater than 192kbps.
For now, i can't see any reason why .ogg files are not allowed, as they are superior to mp3 in following ways:
1. quality/size efficiency. Even if 192 kbps mp3 is used, it still can be differentiated from flac and 320 kbps file of the same song, using ogg file of the same size can help achieving really close to 320 kbps subjective audio quality, or use of the smaller size file while maintaining reasonable quality (much, much better than 128 kbps mp3) can be beneficial for players and server side if people are mapping really long songs.
2. possibility of having 0 offset on the map. If flac or wav file is being converted to ogg, convertion process doesn't create any additional offset, and most of the songs don't have silence in the beginning originally. This will reduce complications to basically zero with timing and checking timing on single bpm maps.
I would like to hear about possible technical complications when implementing this, but as far as i know:
osu! has support for ogg files, as they can be used as hitsounds.
You technically can use ogg as a main audio file if you edit .osu file, and it works perfectly fine. Only possible problem i can see is creation of preview audio on site, but this can probably be solved.
I also may create some audio file comparisons if people are interested in seeing the difference between file formats
A beatmapset's audio file must use the .mp3 file format and have an average bit rate no greater than 192kbps.
For now, i can't see any reason why .ogg files are not allowed, as they are superior to mp3 in following ways:
1. quality/size efficiency. Even if 192 kbps mp3 is used, it still can be differentiated from flac and 320 kbps file of the same song, using ogg file of the same size can help achieving really close to 320 kbps subjective audio quality, or use of the smaller size file while maintaining reasonable quality (much, much better than 128 kbps mp3) can be beneficial for players and server side if people are mapping really long songs.
2. possibility of having 0 offset on the map. If flac or wav file is being converted to ogg, convertion process doesn't create any additional offset, and most of the songs don't have silence in the beginning originally. This will reduce complications to basically zero with timing and checking timing on single bpm maps.
I would like to hear about possible technical complications when implementing this, but as far as i know:
osu! has support for ogg files, as they can be used as hitsounds.
You technically can use ogg as a main audio file if you edit .osu file, and it works perfectly fine. Only possible problem i can see is creation of preview audio on site, but this can probably be solved.
I also may create some audio file comparisons if people are interested in seeing the difference between file formats