See Texture Compression, Animation Compression, Audio Compression, Build Compression. See the AudioClip documentation for an extensive description of the compression A method of storing data that reduces the amount of storage space it requires. The default mode is Compressed, where the audio data is compressed with either Vorbis/MP3 for standalone and mobile platforms. Unity supports most common formats for importing audio (see the list below) and will import an audio file when it is added to the project. Additionally there are a few platform-specific formats, but they work in similar ways. When audio is encoded in Unity the main options for how it is stored on disk is either PCM, ADPCM or Compressed. footsteps, weapons and impacts), while other assets may be loaded on demand or gradually as the player progresses through the level (speech, background music, ambience loops etc). This means that you have great flexibility for deciding which audio assets should be kept in memory at all times (because you may not be able to predict how often or how fast they will be playing, i.e. The AudioClips merely refer to the files containing the audio data and there are various combinations of options in the AudioClip importer that determine how the clips are loaded at runtime. Since Unity 5.0 audio data is separated from the actual AudioClips. Unity can import almost every common file format but there are a few details that are useful to be aware of when working with Audio Files. To what volume did you normalize? The program states that 89 db is default.As with Meshes or Textures, the workflow for Audio File assets is designed to be smooth and trouble free. Right, thank you! I will take a look again. (However, since you can go up or down by 1.5dB, you should be able to get within 3/4ths of a dB, except where limited by clipping.) And MP3Gain adjusts in 1.5dB steps, which is the best you can do without decompressing/recompressing. Two people might not agree on when two songs are "equal". Perceived loudness is tricky, especially if you are trying to match different styles of music or very-dynamic music. MP3Gain uses the ReplayGain loudness algorithm. If you want to match volumes, you'll have to reduce the volume of most songs because plenty of quiet-sounding songs are 0dB normalized. (MP3Gain uses a different dB reference +89dB SPL) and I don't know what that is in LUFS.) With most music you're not going to hit -10dB without clipping, unless you also use lots of dynamic compression. Did you change the default target loudness setting? If you make the target too loud it won't do anything to most songs unless you allow clipping) because most music is already normalized (maximized) and they can't go any higher (without clipping). (However, since you can go up or down by 1.5dB, you should be able to get within 3/4ths of a dB, except where limited by clipping.)īut. MP3Gain uses the ReplayGain loudness algorithm.īut that doesn't work: songs still differ in volume. But it only checks the peak level and then it shifts the peak to the desired levelNo.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |