
Can introduce artifacts and noise into sounds, not the best compression format.Roughly 3.5 times smaller than PCM has much less CPU overhead compared to Vorbis.ADPCM (Adaptive Differential Pulse-Code Modulation).Essentially free, but takes up the most RAM and disk space.
Highest quality, but at the cost of largest size. This option requires the most memory but playing it uses less CPU than the other Load Types. Audio Clip loaded into memory (RAM) decompressed. Low RAM and load time, but takes some CPU to decompress. Audio Clip will be loaded into memory (RAM) in a compressed state and decompresses while playing.
More then one streaming clip greatly increases CPU overhead.
Uses minimal memory (RAM) but has the highest CPU overhead. Audio Clip will be stored on a device persistent memory (hard drive, flash drive etc) and streamed when played. When an AudioClip is first called it will use the main thread to load itself into memory, causing a frame hitch, the larger the sound the longer the hitch. The scene will not finish loading until all AudioClips are loaded into memory. Noticeable delay between being called and playing, won’t happen on every subsequent play.Īudio is loaded as the scene is loading. When an AudioClip is first called it will load in the background, and then play once it is loaded. When a sound is triggered that has not been loaded, it will act as if pre-load was disabled. If the scene finishes loading, and the clips have not, they will continue to load in the background. If disabled, the audio data will be loaded either when a Source attempts to play it, or from an AudioSource.LoadAudioData() call.Īs the scene loads, AudioClips will begin loading off the main thread.
If enabled, the clip is pre-loaded when the scene is loaded. If disabled, the scene will not finish loading until all sounds have been loaded. If enabled the clip loads in the background, preventing the main thread from stalling. wav files as your source audio! Load in Background & Preload: This guide was written using Unity 2019.1.Īlways use uncompressed. Incorrect Audio settings can quickly lead to performance issues, managing your import settings, and planning your audio system early will save countless hours of performance optimisation down the line. This is a quick rundown of audio best practices for Unity, and how not to kill your game with the wrong import settings.