Question About Unity Audio: How Compression Format and Load Type Interplay
I just want to make sure I understand this...
1) When you choose a compression format for your audio, this is choosing how the audio is stored on disk. Does this mean if the original file is a lossless WAV, and you choose ADPCM or Vorbis as the compression format you're permanently limiting the quality of that audio asset once you produce a build?
2) If not, does this mean that if I choose a compressed file format, let's say of ADPCM, which would compress the file 3.5X, and then choose a load type of "compressed in memory" that the file is compressed even more than 3.5x when it's loaded to memory, in other words, it's sitting in memory compressed beyond 3.5x, but then when it gets uncompressed by the processor at play-time the file gets uncompressed to its full, lossless WAV filesize, or does it just remain in memory at the ADPCM 3.5x compression rate, and then get decompressed on play to the full WAV filesize?
3) If number 1 isn't true, what exactly happens when you choose the uncompressed PCM as the format, and then a Load Type of 'compressed in memory'? Is it actually compressed in memory? Is there any way I would know how much it's compressed?
Many thanks for any help.
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