This all comes from a common misconception about audio compression and digital compression in general. The game file audio is already compressed (128k constant bitrate @ 44kHz Stereo). Taking the game audio, that's the best you're going to get out of them.
Without getting too much into into the technical aspects of it all, converting the audio to a higher bitrate will not result in a better file. In actuality, encoding a 128k file to a 192k, 240k or 320k bitrate file will still result in a lesser actual quality file (but at a larger size) because it is a lossy format by nature and there is still compression of a compressed file going on. This is why audio files tend to turn up with popping artifacts or an echo-like sound after a second compression; Information is still being tossed out with subsequent compressions.
Essentially, a .bmu is a .mp3 file with some tinkering done on the first few bits of the file and the extension changed. This tinkering may simply occur in the quasi-container aspect of the mp3 (the same aspect that allows id3 tags and covers to be saved within the file with no loss in the actual audio) thus a mp3 to bmu converter likely only modifies this contained information and changes the extension without any actual compression of the audio going on.
Take, for example, a jpg that's been saved at 90%. If you process that file over and over again, even at 100%, you'll notice the picture gradually becoming more and more hazy and block ridden with each save. This is because even at 100%, jpg is still a lossy format and lossy, by it's very nature, means something is being tossed out.
Your best bet is to either deal with renamed game files at 128k converted with mp3toBmu or find/encode lossless (WAV / Flac) files from the actual retail CD and use remaining 128k game files to fill out the playlist.
Modifié par Malagant, 25 mai 2013 - 04:44 .