I am totally new to the topic. What would you suggest in terms of performance / file size?
Thanks
I am totally new to the topic. What would you suggest in terms of performance / file size?
Thanks
#1 A softsynth, sadly not supported in Unity. hint hint
#2 A tracker format (MOD, XM, S3M (issues in Unity), IT), luckily supported in Unity since V3.
#3 A OGG file, standard way of doing it since many years.
So practically it comes down to #2. You can google for each format, they all have their pros and cons. You can produce them with a tool like Renoise. If you don’t use old sounds then choosing XM makes sense.
Performance wise it probably would be best if Unity could render out the tracker format to a WAV file before you start the webplayer. On the other side people have been dealing with optimised player routines since the Amiga and it also worked there with occupying only a reasoable amount of rastertime. sigh Missing the days when you used the Copper for visualising performance issues in a draft way.
Couldn’t resist, needs fullscreenmode, otherwise it can hang (runs just fine outside Unity). When there is time, i’ll redo it in Unity. Ahhh :O)
I’m still wondering why certain files/formats work and others don’t…
On some decompress works, i’ve overseen this because of all the files where it doesn’t work.
Bugs in Unity, extremely picky fmod regarding the formats/commands?
<<<works
<<<failure (and nope, i didn’t scale it this way)
and a divide by zero, tststs…
A new day playing with fmod in Unity, a new day with bugs, almost fever!
Certain notes/commands don’t get played properly, sometimes loops are beeing played more and more silent, … all stuff which is playing fine in editors like Renoise, in players like CocoModX (and this one quite sucks) or in playroutines directly. Rather annoying, definatley lacks some serious testing.