Sound format for webplayer?

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)

It will never get better!

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.

One example…