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skills/optimize-audio/resources/platform-settings.md
1.91 KB · Oct 3, 2026 · 06:34 UTC
# Audio Platform Settings Reference ## Compression Format Matrix | Platform | Recommended Format | Notes | |---|---|---| | PC / cross-platform | Vorbis, quality 0.5–0.7 | Raise to 0.7–0.85 for dialogue; default 0.5 often adds artifacts | | iOS | AAC | Hardware decode; cheapest CPU | | Android | Vorbis | Software decode | | Xbox | XMA | Use platform override in import settings | | PlayStation | ATRAC9 | Use platform override in import settings | | Web | Vorbis | Browser handles decode | ## Sample Rate Recommendations | Use Case | Recommended Rate | |---|---| | PC / console music and voice | 44100 Hz | | PC / console SFX | 44100 Hz | | Mobile SFX | 22050 Hz | | Mobile dialogue | 22050 or 44100 Hz | | UI clicks / blips | 22050 Hz | Halving the sample rate halves the PCM memory cost. Always report the estimated saving for each clip changed. ## Load Type Decision Table | Load Type | Behavior | Use For | |---|---|---| | Decompress On Load | PCM in memory at load; zero per-play CPU | Short SFX < 200 KB (uncompressed) | | Compressed In Memory | Stays compressed; decompresses on play | Medium clips played occasionally | | Streaming | Streams from disk; minimal RAM, higher disk I/O | Music, long ambience, voice-overs | ### Load Type Mismatch Flags - **Decompress On Load** on a clip > 1 MB bloats memory. - **Streaming** on a clip that plays dozens of times simultaneously adds disk pressure. - Always apply `Load In Background` for any Streaming clip to prevent the main thread stalling on first play. ## DSP Buffer Size Guidelines | Setting | Buffer Size | Use Case | |---|---|---| | Best Latency | 256 | Rhythm games, real-time synthesis | | Good Latency | 512 | General gameplay | | Best Performance | 1024 | Ambient/cinematic, battery-saving | A very small buffer (64 or 128) costs more CPU per frame. If `bufferLength` is < 256, recommend increasing to "Good Latency" or "Best Performance" to trade latency for CPU stability.
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