Hello all,
I am experimenting with audio compression in our iOS game and the problem I am running into is that the profiler shows no difference whether files are compressed or uncompressed. Where am I going wrong/not understanding!? Details below…
Profiling
I am connecting via Wifi and profiling straight from the iPad using Unity’s Profiler in the editor. When I reduce the sample rate, the amount of memory loaded decreases so I know that the profiler is at least registering differences in the builds.
I am looking at the “Audio” and “Memory” tabs in the profiler for information.
Audio is showing “Audio Memory: 5.7MB”, which is close enough to what it should be uncompressed by my calculations.
Memory is showing “Audio Clips: 28/1.3MB”, which I don’t understand what the 1.3MB is referring too. This isn’t in the docs from what I can find.
The above values never change no matter what my settings are in Unity, only if I adjust the source files.
Compression Settings
The following is applied to my SFX. Music is streamed and uncompressed (Native).
Audio Format: Compressed (MPEG)
Load type: Compressed in Memory
Hardware decoding: (unchecked since I read only one of these works at a time)
Compression (kbps): 156
It is applied and I see the new file size in the Preview window. I have also tried “Decompress on Load” which is supposed to give me a memory spike but again there is no change in the values.
Am I looking in the wrong place to see the changes? Am I misunderstanding a fundamental fact about mobile audio? Any help would be appreciated.
Thanks!