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Use of wav and ttf files

Started by May 14, 2006 01:37 PM
5 comments, last by GameDev.net 18 years, 6 months ago
I will wish to distribute my (2D)game online upon completion, but I would like to know now so I know whether I can implement it or not into my engine. Who owns .wav files, and can they be used freely? I know I can't use MP3 freely, is it the same with .wav? I mean making my own .wav files, but allowing for my future game to be downloaded. Also, on true type fonts(.ttf) can I redistribute a .ttf that I haven't made? I wish to use TimesNewRoman.ttf, is this available for free use? I assume all microsoft users probably already have it, but what of linux or mac users? Can I legally use and distribure(for free) these two things online with my game? TimesNewRoman.ttf and my own .wavs. ~S of the L~
.wav is simply a file format. What's important is not the format, but the data (the audio) that is stored inside the .wav itself. I would recommend OGG Vorbis instead, as it is open and patent-free, and provides better compression over MP3.

.ttf is also a file format. Again, what is important is the data (the font) that is stored inside the .ttf itself. Any .ttf that comes with a Windows installation is copyrighted by Microsoft -- you are not allowed to redistribute them, however, you are allowed to load them for your use. So if you want to use the Times New Roman font, feel free to load it straight from the Windows/Fonts directory. If you're on Linux or Mac, you'll have to require the user to obtain it somehow (usually copying it from the Windows CD that they own). There are free .ttf fonts released into the public domain, should this not be acceptable to you. Or, you could also create your own .ttf with a True Type Font Editor, and release that font with your game.
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Quote: Original post by bpoint
.wav is simply a file format. What's important is not the format, but the data (the audio) that is stored inside the .wav itself. I would recommend OGG Vorbis instead, as it is open and patent-free, and provides better compression over MP3.

.ttf is also a file format. Again, what is important is the data (the font) that is stored inside the .ttf itself. Any .ttf that comes with a Windows installation is copyrighted by Microsoft -- you are not allowed to redistribute them, however, you are allowed to load them for your use. So if you want to use the Times New Roman font, feel free to load it straight from the Windows/Fonts directory. If you're on Linux or Mac, you'll have to require the user to obtain it somehow (usually copying it from the Windows CD that they own). There are free .ttf fonts released into the public domain, should this not be acceptable to you. Or, you could also create your own .ttf with a True Type Font Editor, and release that font with your game.


Okay, so I can use .wav files? I will check out your OGG link, but because I am just making my first step into sound, and have already found and implemented .wav use in my engine, I will use that for now. So, I am allowed to use of .wav if I do, infact, create my own audio to place in it? (Is .wav open and patent free?)

And thanks for the .ttf info; is there a good free downloadable ttf editor you would recomend? (If not, I'll just search google or buy a cheap one)
Personally, I wouldn't bother editing your own ttf files. There are plenty of free (for almost any use) fonts out there, made by people who do that either as a job or as a hobby. Making your own fonts would not be the best use of your time, and you probably wouldn't get the best results without a lot of work. Google is your friend. If you absolutely have to have custom fonts, it's probably going to be easier to just use a bitmap with all your characters in it, and load your font from that. A bitmap font like that will also let you add details that a ttf file can't (such as multiple colors per character).

According to wiki (http://www.okfn.org/iai/wiki/FormatRegistry) wav is patent free, which is good to know. One thing to remember about ogg (and mp3) files is that they take a lot more CPU cycles to run than standard wav files, so it might not be worth the filesize savings. In my own 2D engine, I use a mix of wav for frequent sound effects, and intend to allow midi and ogg for music.
I know enough about OpenGL and game programming in general to be good at it, but not enough to always be very helpful, so I apoligize if I suggest something stupid.
Quote: Original post by Servant of the Lord
Who owns .wav files, and can they be used freely? ... can I redistribute a .ttf that I haven't made?


Distribution is covered by copyright law. It applies to everything, including font files and audio files. See the forum faq for a brief explanation.

If you didn't make it, you *must* get permission to distribute it. Sometimes the permission is the GPL or a Creative Commons license, other times you have to contact the copyright holder and work out a deal.
Okay thanks guys. I will google up some .ttf files later, and as my game gets underway, start on a few simple .wavs.

    Many thanks, ~S of the L~
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Wav's are not patented because the contain only a header, and then uncompresses/unencoded audio PCM data.. And, there is no Patent on PCM data, if there was, then no audio would be possible on the PC without first paying royalties.

Anyways, use wav's for simple sound effects, and ogg vorbis for streaming music. Pretty simple :)

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