Again, loosless is expensive, and gives you in average 1:2 compression. If you even consider a huffman decoder and some nifty bit ticks, then you can affort ADPCM, this is cheaper. ADPCM8 can guarantee 1:2 compression and sounds almost as good as PCM16. Given your low-fi conditions (Paula14/28kHz), the quality loss is absolutely neglegtible.
You sure like your lossy encoding :lol: Anyway, I've already said that my lossless encoder isn't very heavy, certainly fast enough to decode on an A1200 with some fastmem in the trapdoor slot. But enough of that

Karlos has uploaded a nice archive for me, and I must say that the lossy encoding he uses sounds quite good, actually

In other words, lossy encoding is now a serious option, rather than just a last resort.
You could also encode the stereo channel with 4bit, then you end up in 12 bits per stereo sample instead of 32bit, not too bad.
I'll try that.
You should also consider 24kHz, because of the integer ratio of downsampling. The downsampling in your case has the biggest quality impact, much more than ADPCM8 would harm to your data.
I'm using a high quality algorithm from Sox on the peecee. Even when halving the sample rate, just taking the average may not be enough. I've used cheap methods, and they're bad

All this of course depends on the actual audio data.
If this is sampled MOD music, produced with 8kHz samples in 8bit, all those assumptions might be wrong. I assume high-fidelity random pop music as you can hear in the radio.
The music is all the music from Final Fantasy 10, ripped to PSF format. This is the original, tracked audio data, and includes the player code from the game (!). PSF players 'simply' emulate Playstation 1 and 2 audio hardware and CPU (and various other bits, of course), producing the original sound.
Depending on your algorithm, your loss error might be limited to the bits you can't replay anyway. Also, consider how human hearing works. For example, you can't perceive the same degree of error in a quiet sound immediately after a loud one.
I didn't know that. Very interesting

Experiment, I say.
Absolutely, and I'm also not even remotely done with my lossless experiments, yet.
Anyway, if you are curious, I have dug around my old HD and found it.
I've uploaded the codec binary for you to play with. It only imports/exports AIFF 16-bit (mono and stereo supported).
Thanks

I've encoded a short section of 44.1kHz stereo music, provided the compressed version and the decoded version for your appraisal. The default encode options were used which IIRC are 4-bit, frame length 256. This gives a compression of about 3.5:1.
Again, thanks

Sounds good! I expected a lot worse, to be honest, and now that I've heard this kind of lossy compression, I must sat that it has definitively become a serious option to consider for me. However, I do hear the difference, unfortunately, and that's without high end equipment, so I would need a solution for that.
-edit-
I think the codec has been compiled with FPU support, which isn't used in the codec but may be used when interpreting the AIFF sample rate (which is stored as an 80-bit long float)
Oh, good to know, I don't have an FPU on my Blizzard '030. Guess I'll use WinUae, then, no problem. If I'm going to use this, then I have 1.67 gigabytes to encode, and this would take forever on my miggy anyway.