Come funziona
WAV bytes = seconds × sample rate × (bit depth ÷ 8) × channels.
Compressed formats are estimated as a fraction of WAV — MP3 ≈ 8%, OGG ≈ 7%, Opus ≈ 5%.
Use the estimate to budget your final build size before encoding.
Stimatore gratuito di dimensione audio per giochi indie.
Use during pre-production to budget your final build size. Indie mobile games and itch.io uploads have hard size limits.
Audacity and other DAWs report file size after encoding. This tool estimates before.
WAV bytes = seconds × sample rate × (bit depth ÷ 8) × channels.
Compressed formats are estimated as a fraction of WAV — MP3 ≈ 8%, OGG ≈ 7%, Opus ≈ 5%.
Use the estimate to budget your final build size before encoding.
For looping music and ambience. OGG handles seamless loops better than MP3 at similar bitrates.
Acceptable for retro / SFX, but speech and music sound noticeably duller. 44.1 kHz is the safe default.
Multiply sample rate by bit depth by number of channels by seconds, then divide by 8 to get bytes. For example, stereo 44.1 kHz 16-bit audio is about 10.1 MB per minute.
Not usually. Music benefits from a full 44.1 kHz sample rate to preserve high frequencies, while voice often sounds fine at 22 kHz mono, which roughly halves the file size.
Input
30 minutes, OGG, 44.1 kHz, 16-bit, stereo.
Output
~22 MB total (~0.7 MB/minute).
WAV would be 30 × 60 × 44100 × 2 × 2 = ~317 MB. OGG ratio ~7% → ~22 MB.
Griglia ottimale + impronta VRAM per 2D.
gamedevIndicatore di archiviazione GB / NES / Genesis.
gamedevBustine per ottenere una rara al 95%.
gamedevWebcam + dimensioni overlay 1080p / 1440p / 4K.