unreal.SoundAssetCompressionType

class unreal.SoundAssetCompressionType

Bases: EnumBase

Sound Asset Compression Type

C++ Source:

  • Module: Engine

  • File: SoundWave.h

ADPCM: SoundAssetCompressionType

Will encode the asset using ADPCM, a time-domain codec that has fixed-sized quality and about ~4x compression ratio, but is relatively cheap to decode.

Type:

1

BINK_AUDIO: SoundAssetCompressionType

Perceptual-based codec which supports all features across all platforms.

Type:

0

OPUS: SoundAssetCompressionType

Opus is a highly versatile audio codec. It is primarily designed for interactive speech and music transmission over the Internet, but is also applicable to storage and streaming applications.

Type:

3

PCM: SoundAssetCompressionType

Uncompressed audio. Large memory usage (streamed chunks contain less audio per chunk) but extremely cheap to decode and supports all features.

Type:

2

PLATFORM_SPECIFIC: SoundAssetCompressionType

Encodes the asset to a platform specific format and will be different depending on the platform. It does not currently support seeking.

Type:

4

PROJECT_DEFINED: SoundAssetCompressionType

The project defines the codec used for this asset.

Type:

5

RAD_AUDIO: SoundAssetCompressionType

48000, 44100, 32000, and 24000.

Type:

6

Type:

As BinkAudio, except better quality. Comparable CPU usage. Only valid sample rates are