Serge on the other side, using Midi will be far difficultier to integrate in code (unless you already have that ready) cause Ogg after the decompression step is raw audio... using the OggVorbis library for streaming is very simple just take a look at the sound manager in the old xenoengine code... And there are lots of other very nice audio libraries like FMod that do that job for you.
We already have support for MIDI files, you have guessed right
But MIDI support is not perfect in Linux (for example when your soundcard does not have hardware midi, you will not hear anything), and MIDI format has some limitations as ATeX explained. Ogg vorbis is great for sound effects, but maybe it is a bit redundant for music.
Thanks for the information about FMod, it looks very cool at least from its description. It supports many formats and I will give it a try.
HMmm, yes, u can never get that quality with a medium general midi soundfont bank and a MIDI file. That's true. I'll make it less long and compress it more. How long do u want it to be?
If I get it right, sound track consists from some repetitive samples. Maybe there is some other format for storing music that is very compact, has a good quality and no restrictions such as MIDI? I have heared something about MOD, STM and other formats for storing music, how good or bad they are?
Well, I want a sound track that would sound good enough when played repetitively, with prefered size something about 500KB - 1MB. It can be done either by reducing the length of the track or by using lower bitrate or both. That will be a basic low quality sound track with the possibility to add a better music to the game by downloading optional sound pack (with no restrictions on size or bitrate).
Format is not that important, I think MP3 or OGG would be fine. But I still have a hope for some miracle and a more compact format for storing music