Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DocteurCox · Dec 05, 2012 at 01:17 PM · c#androidiosaudiofmod

iOS/Android : Advanced sound management for Unity Free ?

Hey there !

I would like to know if there's a way to have an advanced sound management on Unity Free? (like low-pass/high-pass filters, things FMOD natively does) Actually I've tried that FMOD_unity thing and it works quite well on Windows/Mac but as expected the same won't go for Android iOS since it's based off native C/C++ FMOD dll.

So, is there a solution to have that kind of things on iOS/Android, even if it implies redoing my own audiosources, audiolistener and all ?

Thanks in advance for your answers !

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image sparkzbarca · Dec 05, 2012 at 02:28 PM 0
Share

processing the sounds during run-time might be intensive.

it might be better to have a high pass filtered and low pass filtered sound made in windows and then just call the right sound depending on the situation.

Basically you need to make sure your going to need enough different versions of enough different sounds to make storing each sound take up so much space its better to process it in real time. (I mean be aware, cheaper android phone users are going to be extremely annoyed if your game chops alot because it needs more processing power than the phone has).

On the other hand with a good editor like audacity and good headphones so you can head static and artifacts you can get quite large wav files down to very small mp3 or AAC or CAF (which format kinda depends, in general some are smaller than the others, but for specific situations CAF might beat mp3 even though in general mp3 beats CAF for compression.)

avatar image DocteurCox · Dec 05, 2012 at 02:39 PM 0
Share

Well, that's the problem actually. Our game (I work in a $$anonymous$$m) is a sound-based game much like Papa Sangre on iOS so there will be probably plenty of sounds, but yes I guess I could do what you suggest and play with volume of several sources.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Read audio/music currently playing on speakers? 0 Answers

FB Gift Requests not appearing as Push Notification 0 Answers

Changing view based on device 0 Answers

What would be the best audio file atributes for handheld device? 0 Answers

I can see/send invites to non-app user friends on canvas app but not on android/ios 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges