So I’m having a hard time figuring out how large my app actually is once installed on the iphone. Is there some easy way to tell from within Xcode or the finder how big my app actually is?
Another question I have is regarding importing of MP3’s. It seems like no matter what I do, all compressed audio (mp3, mp4, whatever) comes into unity at 1411 kbps, so a typical mp3 weighs in 6 times larger than it should. For instance, I have an mp3 that’s under 2 megs on my drive, but in unity it says its 18 megs or so. There doesn’t seem to be any way to change this - am I missing something?
Apple does not use the ultra compression profile for the iphone (anymore at least, 2.0 used that, install times were a horror with an hour for 100mb games like their poker)
take away 15-20% from your uncompressed size, thats what you will likely get in the end.
MP3’s are used as-is on iPhone. We don’t really do any changes to them (the import progress bar you see actually represents converting mp3 to ogg for playing inside the editor).
How doe you query kbps? And how do you judge final size of an audio file inside your iPhone distribution?
It shows file size and the 1411 bit rate in the import options for the MP3. Perhaps this is just what it WOULD be if it were being imported as Ogg Vorbis? If that’s the case its a little confusing, seeing as how I’d expect that information to not be visible if it doesn’t apply to the format I have selected at the time.
OK te updated iphone version can now play music in compressed form, but suppose that I have here on my computer an 64kbps mono soundtrack, then how should I get this one inside my iphone game ?
If the file is 500Kb, will it just increase my game with 500kb, or will it increase more.
And what about that OGG conversion. Is it only converted to play correct in the editor but on the iphone it is kept as the original (not recompressed) mp3 file?
How many mp3 files could we play simultaneously? (More then 1?)