12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 |
- .. _doc_importing_audio_samples:
- Importing audio samples
- =======================
- Supported files
- ---------------
- Godot provides three options to import your audio data: WAV, Ogg Vorbis
- and MP3.
- Each has different advantages.
- * WAV files use raw data or light compression (IMA-ADPCM). They are lightweight
- on the CPU to play back (hundreds of simultaneous voices in this format are
- fine). The downside is that they take up a lot of disk space.
- * Ogg Vorbis files use a stronger compression that results in much
- smaller file size, but require significantly more processing power to
- play back.
- * MP3 files use better compression than WAV with IMA-ADPCM, but worse than
- Ogg Vorbis. This means that a MP3 file with roughly equal quality to
- Ogg Vorbis will be significantly larger. On the bright side, MP3 requires
- less CPU usage to play back compared to Ogg Vorbis. This makes MP3 useful
- for mobile and HTML5 projects where CPU resources are limited, especially
- when playing multiple compressed sounds at the same time (such as long
- ambient sounds).
- Here is a comparative chart.
- +-----------------------------+-------------------+
- | Format | 1 second of audio |
- +=============================+===================+
- | WAV 24-bit, 96 kHz, stereo | 576 KB |
- +-----------------------------+-------------------+
- | WAV 16-bit, 44 kHz, mono | 88 KB |
- +-----------------------------+-------------------+
- | WAV 16-bit, IMA-ADPCM, mono | 22 KB |
- +-----------------------------+-------------------+
- | MP3 192 Kb/s, stereo | 24 KB |
- +-----------------------------+-------------------+
- | Ogg Vorbis 128 Kb/s, stereo | 16 KB |
- +-----------------------------+-------------------+
- | Ogg Vorbis 96 Kb/s, stereo | 12 KB |
- +-----------------------------+-------------------+
- Consider using WAV for short and repetitive sound effects, and Ogg Vorbis
- for music, speech, and long sound effects.
- Best practices
- --------------
- Godot has an :ref:`extensive bus system <doc_audio_buses>` with built-in effects.
- This saves SFX artists the need to add reverb to the sound effects,
- reducing their size greatly and ensuring correct trimming. Say no to SFX
- with baked reverb!
- .. image:: img/reverb.png
- As you can see above, sound effects become huge with reverb added.
- Trimming
- ~~~~~~~~
- One issue that happens often is that the waveform is exported with long
- silences at the beginning and at the end. These are inserted by
- DAWs when saving to a waveform, increase their size unnecessarily and
- add latency to the moment they are played back.
- Importing as WAV with the **Trimming** option enabled solves
- this.
- Looping
- ~~~~~~~
- Godot supports looping in the samples (tools such as Sound Forge or
- Audition can add loop points to WAV files). This is useful for sound
- effects, such as engines, machine guns etc. Ping-pong looping is also
- supported.
- As an alternative, the Import dock has a **Loop** option that enables
- looping for the entire sample when importing.
|