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Audio quality issue on mobile platforms

Discussion in 'Audio & Video' started by rafalczuj, Dec 12, 2014.

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  1. rafalczuj

    rafalczuj

    Joined:
    Nov 12, 2013
    Posts:
    3
    Hi there,

    We are using Unity for our current project. During tests on Android and iOS we found that audio files played via game sounds different than the same file played from system audio player. It's like high tones are filtered(e.g in game we almost can't hear cymbals). To be clear, we use uncompressed WAV files, with appriopriate settings in Unity. If we build it for PC audio is OK (same output from game and system player). Is there any mandatory compression or filter that Unity uses for mobile releases? Have anyone experienced similar problem?

    Thanks in advance
     
    PawelMarecki likes this.
  2. drudiverse

    drudiverse

    Joined:
    May 16, 2013
    Posts:
    218
    http://forum.unity3d.com/threads/iphone-audio-best-practices-optimizations.104462/


    Best to not use uncompressed WAV files for anything nowdays, it takes so much space, and only 44.1k 16 bit wavs sound good, 22k wav sounds more like telephone or microphone... iOS converts all sound into it's native platform afaik.

    When building for IOS, it does not matter what your type of file your sound is as long as Unity can play it. b/c IOS will convert that sound into its own format. So if you have an MP3 or a Wav it will still convert it to its own.

    If it's a mobile platform, using ogg is better than mp3 and optionally 10x times smaller than 441k wav files
     
    DadNapper likes this.
  3. gregzo

    gregzo

    Joined:
    Dec 17, 2011
    Posts:
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    @rafalczuj

    Try logging AudioSettings.outputSampleRate on the device.
    If it spits out 24000, you have your culprit: sample rate defaults at that rate on iOS, and you have to explicitly set it to a higher value ( 44100 ) in your first scene.

    I've tested this up to Unity 4.3, maybe it changed lately, but it's worth a shot.
    Also, afaik setting AudioSettings.outputSampleRate kills the audio so you have to do it in a separate init scene before you load your real first scene.

    Cheers,

    Gregzo
     
    ETGgames and Magomusica like this.
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