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Question by Corthin · Oct 27, 2014 at 11:26 PM · audiooptimizationimportingmp3wav

Best Audio File Format Practices? iOS/Unity

Hello!

I have heard all sorts of answers to this question.

For iOS/Unity games - is there a best practice on audio file formats?

Here's what we're currently doing -

Music - 128kbps MP3

Non-looping SFX - 128k MP3

Looping SFX - 128kbps MP3

The reason we went all MP3 was because of memory usage issues.

I am concerned by going all MP3 we will run into processor usage issues though.

What say you? Thanks!

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avatar image drudiverse · Mar 09, 2016 at 05:51 PM 0
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apparently unity uses only ogg and wav so mp3s are encoded decoded, into ogg or wav when banked into unity, unless things have changed.

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Answer by no9rg · Oct 28, 2014 at 12:40 AM

  1. Why mp3? Switch to Ogg. You will avoid mp3 looping problems. Quality is comparable.

  2. If you compress mono files you can go down with the bitrates but use your ear if it still sound good with given quality setting

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avatar image Corthin · Oct 28, 2014 at 04:07 AM 1
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Hey no9rg!

The reason for MP3 was because it's iOS and I was under the impression that iOS could not use .ogg - is that the case or no?

avatar image v01pe_ Corthin · Apr 15, 2016 at 08:54 AM 0
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Is that the case? Vorbis is selectable in the Override for iPhone section on Audio Clips… old thread, I know, but would be interesting if there are any caveats in using .ogg.

avatar image no9rg · Oct 28, 2014 at 08:14 AM 0
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Hi! I've missed that - you are right. But still, when you can use mono sound effects, you can reduce kbps to save some memory.

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