Hi there! Back for more…(again, sorry)
2nd question (hopefully, won’t stay hanging/sent, in the void (I know that answers are ‘free’ from people’s generosity/free will/knowledge/public place for asking, am very thankful…and not guaranteed (paid/private custom) customer service, by Unity to you), it’s ironic because scripts all repeat the ‘void’ word in them, like ‘void Start ()’…here I am writing in the void);
I learned, in the last days of my audio venturing problems, that Unity applies a ‘Lowpass’ filtering to all audio – from the start, ‘built in’…I saw the AudioInspector ‘source code’…(it is only for reference); and on it…there is a part that says: ‘Lowpassfilter’…and in the ‘comments’ it says: ‘‘Apply a lowpass filter to audio sources’’.
So…I was like…ok, so Unity (decided) to put a low pass filter on all audio sources…which makes sense, to ‘equalize thing’ and set the frequency (hz) of sounds to work…but lowpass filtering reduces the quality of audio sources…
I mean, I ‘heard it’…when I listen to a sound clip…vs a sound clip Added to an AudioSource…there is difference; basically, the sound playing in the Inspector – using the ‘preview’ ‘play’ icon that shows the ‘file’s – visual waveform’…the sounds sounds better there/better quality…vs when I add that sound clip to any audio source…when I start my game…the sound sounds more Muffled…than the sound when played ‘on the preview Inspector’…of the sound clip.
So, this is where I thought, why does the sound sound better in the ‘Inspector’ of the sound clip…I found out that ‘editor’ AudioInspector.cs ‘source code’ base script…and it says that it applies a low pass filtering…to all audio sources (I never put any ‘filters’ on my audio sources…); so , it means, that it’s very likely that either it’s the audiosource itself…or the fact, that the inspector source code adds a ‘low pass filter’ ‘by default’ …to any AudioSource that has a sound clip on it.
I mean what else, can it be…that there would be a difference in quality of sound between the sound clip played in the ‘inspector preview’…of it…VS …the same sound clip…put on an AudioSource…and then you press ‘Play’ to ‘hear’ the sound ‘playing in the game’…and it sounds worse/lower quality?..
I never put Any Thing…on that Audio Source…just loading a sound file, that’s it that’S all…no processing whatsoever.
But, I think, that’s the reason why…this ‘built in’ source code (decision to put) a lowpass filter on all the audio sources/sound clips…is why it sounds worse…than the Original Sound Clip.
When I play my sound clip Outside Unity engine…like using Windows Audio Player/Media Player…it sounds Better…quality…than what Unity gives; It sound Exactly the same and playing 100% fidelity…but it does not sound Exactly like the how it sounds outside the Unity editor; in the editor/engine, it sounds worse.
At least, when I play the sound in the Inspector the quality is better there…than when I press Play and hear ‘in game’…this means that it’S the AudioSource that has the sound clip…the big problem.
The AudioSource…has no ‘lowpass filter’ or ‘highpass filter’ applied to it…but, as said, Unity adds a lowpass filter…in the source code of the EditorInspectorAudio file…from the start when you start the engine. So, it means, that it’s very likely, this ‘lowpass filter’ ‘applied built-in’…that creates the lower quality.
I know that, generally speaking, we can’t alter teh ‘Source Code’ of the engine…and stuck with that ‘limit’…is there a way to ‘tell’ the Unity engine…to not put this ‘all applied low pass filte’ on all audio?..
Or, at the least, just play the sound – like it sounds in the ‘Inspector Preview’ of a sound clip; just play it - exactly like in the ‘preview’ of it - when you press the little play ‘icon’ - on the sound clip itself (on its Inspector window). But, this exact sound (of the inspector preview) — In-Game - when I press ‘Play’ to play the game and hear how it sounds ‘in game/live’.
Thanks for any help again.