<div dir="ltr">Ok, I see that. What if you're talking about JUST an audio CD? What type of information might we need for that? Again, would FLAC lossless be enough?<br><br><div class="gmail_quote">On Mon, Oct 13, 2008 at 12:01 AM, Jim Leonard <span dir="ltr"><<a href="mailto:trixter@oldskool.org">trixter@oldskool.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><div class="Ih2E3d">Devin Monnens wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
So if that's the case, we should be making .cue files to go with the VGM albums we archive? The way I see it, if WAV and FLAC are both lossless, then shouldn't you be able to just back up the audio as FLAC instead of WAV and not lose any information? Hmm... Maybe I'm not sure how they work, but wouldn't m3u's and other playlists also have that same kind of support for track gaps like on a CD? (so you'd have an m3u with the same track gap information, but also a .cue so you could create the disc exactly the same way again).<br>
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It's more than track gaps; subcode info holds stuff like the graphics in CD+G discs, and also exact positioning/timing information. For games that rely on the audio data being in a very specific place for timing issues (Sega CD, Sega Saturn, early DOS and Mac games with redbook audio, TurboGrafix CD, others), without this information the data isn't put back in exactly the right place and you could lose sync with onscreen graphics. Also, some basic copy-protection schemes might rely on it.<br>
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So yes, .iso or .wav is not good enough if you really want to archive a program disc.<div><div></div><div class="Wj3C7c"><br>
-- <br>
Jim Leonard (<a href="mailto:trixter@oldskool.org" target="_blank">trixter@oldskool.org</a>) <a href="http://www.oldskool.org/" target="_blank">http://www.oldskool.org/</a><br>
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