Optimize AudioClip Settings
How to optimize the settings of your AudioClips to use less RAM and CPU
Here are some settings you’d want for most games get lower RAM usage, disk read and CPU usage. Read more about the other settings here: Unity Manual - AudioClip.
AudioClip - Overall Settings
Compression Format: Vorbis Quality: 60. Which is ~192 kbit/s for Vorbis. You can go lower if you’d want to save space but it comes at a loss of quality. Sample Rate Setting: Should be the same as the sample rate of the platform, which today mostly is 48kHz (this is so that it doesnt have to do a sample rate conversion) when playing. Also, if the sounds are created in 48kHz there is more high frequency content which makes it sound better when pitching down vs 44.1kHz.
❕ Tip: If you select multiple AudioClips, you can see their total “Imported Size” which is the size they’ll have after all your format and quality settings are applied.
AudioClip - Vorbis Quality
Unity Vorbis Quality 1 is VBR Quality 0 (not -2). Mono is half the bitrate of stereo and 4 channel files (for surround) are twice the bitrate of stereo.
Unity Vorbis Quality
VBR Target kbit/s stereo
VBR Target kbit/s mono
VBR Range kbit/s stereo
Noise Test kbit/s stereo
Size vs 10
Size vs 60
Comment
100
500
250
500 - 1000
554
100%
260%
Uneccessarely big, don’t use this
90
320
160
320 - 500
435
64%
167%
Uneccessarely big
80
256
128
256 - 320
382
51%
133%
Use if you want to mazimize quality & have the disk space and RAM
70
224
112
224 - 256
309
45%
117%
60
192
96
192 - 224
232
38%
100%
Use this as a default, it is a good balance between quality and size
40
128
64
128 - 160
128
26%
67%
20
96
48
96 - 112
102
19%
50%
10
80
40
80 - 96
87
16%
42%
Sounds acceptable. Use if you are desparate for saving space and RAM
1
64
32
64 - 80
71
13%
33%
Looses a lot of quality, noticeably stereo separation and bass
Notes: Noise test is calculated using VBR export & size comparison to CBR with a known bitrate. Sources: Recommended Encoder Settings and Vorbis Quality. The bitrates are approximate.
AudioClip - Load Type
Stereo files are double the size of mono files. So a 60s 2 channel sound is the same size as a 120s 1 channel sound. The lengths are approximated with stereo files in mind.
Length Seconds ~
Play Frequency
Load Type
Pros
Cons
Example Sounds
Short - Less than 1s
High
Decompress On Load
Uses less CPU
Uses 10x RAM so only use for short sounds.
Player sounds, footsteps, impacts etc. Commonly used for mobile platforms
Short - Less than 1s
Low
Compressed In Memory
Uses less RAM
Medium - More than 1s less than 60s
High & Low
Compressed In Memory
Uses less RAM
Long - More than 60s
High
Compressed In Memory
Uses less disk read
Try if you have problems with audio delays. Watch out for load times and RAM usage
Localized 3D ambiences etc
Long - More than 60s
Low
Streaming
Uses less RAM
Many platforms can only handle less than 10 simultaneously streaming sounds
Music, background 2D ambiences etc
Note: You want to stream the largest files you have, but not too many at the same time. So the 60s threshold for long sounds can be lowered to e.g. 30s or even lower if not many sounds are +60s.
AudioClip - Preload Audio Data Makes the sound load at startup, which might create long load times on harddrives and slower systems. Is useful to combine with Load In Background so it doesn’t interrupt the main thread.
Length in seconds
Play Frequency
Preload Audio Data
Pros
Cons
Example Sounds
Short - Less than 1s
High
Yes
Less frequent disk read
Use only for frequent & short sounds. Combine with Load in Background
Player sounds, footsteps, impacts etc
Short - Less than 1s
Low
No
Medium & Long - More than 1s
Low
No
Note: I’ve had problems where if I don’t Preload Audio Data, there might be clicks heard in the end of sounds. "Prevent End Clicks" in the SoundContainer mitigates this.
AudioClip - Load In Background When enabled, the AudioClip is loaded without stalling the main thread and any playing is delayed until the AudioClip is loaded. Useful to combine with Preload Audio Data so it doesn’t interrupt the main thread.
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