Best audio settings for deploying music to IOS?

Heya,

What are the best settings for deploying music to the IOS. I am getting ready to deploy and my songs actually end up being larger because of what Unity does to them. I assume I should do something differently. Are these the right settings?

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I read somewhere that you can use Hardware decoding on some IOS devices, but it only works on one file at a time. Seems like a good option for music files, since there’s only ever one. Should I use 3D Sound? Compressed in Memory?

Thanks,
Gigiwoo.

I don’t think background music should have 3d sound applied, that would make the music come from an object instead of just being in the background.

Thanks astrauk… didn’t think of that. Any thoughts on the compression?

Gigiwoo

Sorry I don’t know much about sound compression.

you would normally seek to have an as low as possible kbps and have it in mono, that way it gets even smaller. The smaller the better so you can either stream it or at least not kill your whole RAM with decompress on load

Thanks Dreamora.

Does that mean I should select, ‘Decompress on Load’, ‘Stream From Disc’, 'or ‘Compressed in Memory’? Further, should I select ‘Hardware Decoding’ or not?

Gigiwoo.

If it is the background track use hardware decoding definitely.
In that case you can also stream it from disk then (should you see stutter or be unsure on the impact, you can test the same again with compressed in memory which basically streams from RAM instead of disk. but with lower quality and mono it shouldn’t be a problem unless you do heavy asset bundle streaming side by side to it or other intense stuff)

i have this problem too before. but now i cut from 1 bgmusic into 4 bgmusic. and i convert to mono and as low as possible of this bgmusic quality.

I have little matched issue with sounds, I have few BG sounds on our game, all BG sound are 2D, “Compressed in Memory”, 128 bit and not hardware decoding. Game is universal build.

When I install the game in iPad sounds work perfect with proper volume as soudn artist gave, but when we install same build in iPhone 5 or iPhone 5S, sound volume descre to 20-25%.

We have also checked it using download same audio file in both device from mail and play from librery, it’s works perfect with proper volume and sound effect in iPhone 5, iPhone 5S and iPad, but it’s not working good with unity in iPhone 5 and iPhone 5s.