How do you usually learn internal engine info like this? Do you stumble across them (like we’re stumbling across your poll rn) or do you actively seek out these details?
1 month ago
| 7
remember that wav is a completely uncompressed format, so you should really evaluate whether a quality gain that only the most annoying audiophiles would notice is really worth using files that are like 10 times larger in your project, especially if it's a collaborative effort with version control. i personally actually use vorbis for music and voice clips and stuff, and only use wav for super short sound effects
1 month ago (edited) | 2
I switched to mp3, because there were some bugs in WAV support for WebGL, which was very weird. The same file as wav was producing errors only on WebGL platform, whereas mp3 worked on every platform. Maybe I need to use AIFF instead? I need to do more investigating.
1 month ago | 2
git-amend
Unity Certification Quiz:
How can you prevent unnecessary quality loss when importing audio assets into Unity?
1 month ago | [YT] | 91