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