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@@ -10,16 +10,15 @@ Godot provides 3 options to import your audio data: WAV, Ogg Vorbis and MP3.
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Each format has different advantages:
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Each format has different advantages:
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-- WAV files use raw data or light compression (IMA-ADPCM or QOA). Currently
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- they can only be imported in raw format, but Godot allows compression after
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- import. They are lightweight to play back on the CPU (hundreds of simultaneous
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- voices in this format are fine). The downside is that they take up a lot of disk space.
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-- Ogg Vorbis files use a stronger compression that results in much
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- smaller file size, but require significantly more processing power to
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- play back.
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-- MP3 files use better compression than WAV with IMA-ADPCM or QOA, but worse
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- than Ogg Vorbis. This means that an MP3 file with roughly equal quality to
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- Ogg Vorbis will be significantly larger. On the bright side, MP3 requires
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+- WAV files use raw data or light compression (IMA ADPCM or Quite OK Audio). Currently
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+ they can only be imported in raw format, but Godot allows compression after import.
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+ They are lightweight to play back on the CPU (hundreds of simultaneous voices
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+ in this format are fine). The downside is that they take up a lot of disk space.
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+- Ogg Vorbis files use a stronger compression that results in much smaller file
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+ size, but require significantly more processing power to play back.
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+- MP3 files use better compression than WAV with IMA ADPCM or Quite OK Audio, but
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+ worse than Ogg Vorbis. This means that an MP3 file with roughly equal quality
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+ to Ogg Vorbis will be significantly larger. On the bright side, MP3 requires
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less CPU usage to play back compared to Ogg Vorbis.
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less CPU usage to play back compared to Ogg Vorbis.
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.. note::
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.. note::
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@@ -30,23 +29,23 @@ Each format has different advantages:
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Here is a comparative chart representing the file size of 1 second of audio with
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Here is a comparative chart representing the file size of 1 second of audio with
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each format:
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each format:
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-+-----------------------------+-------------------+
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-| Format | 1 second of audio |
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-+=============================+===================+
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-| WAV 24-bit, 96 kHz, stereo | 576 KB |
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-+-----------------------------+-------------------+
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-| WAV 16-bit, 44 kHz, mono | 88 KB |
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-+-----------------------------+-------------------+
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-| WAV IMA-ADPCM, 44 kHz, mono | 22 KB |
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-+-----------------------------+-------------------+
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-| WAV QOA, 44 kHz, mono | 17 KB |
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-+-----------------------------+-------------------+
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-| MP3 192 Kb/s, stereo | 24 KB |
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-+-----------------------------+-------------------+
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-| Ogg Vorbis 128 Kb/s, stereo | 16 KB |
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-+-----------------------------+-------------------+
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-| Ogg Vorbis 96 Kb/s, stereo | 12 KB |
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-+-----------------------------+-------------------+
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++------------------------------+-------------------+
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+| Format | 1 second of audio |
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++==============================+===================+
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+| WAV 24-bit, 96 kHz, stereo | 576 KB |
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++------------------------------+-------------------+
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+| WAV 16-bit, 44 kHz, mono | 88 KB |
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++------------------------------+-------------------+
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+| WAV IMA ADPCM, 44 kHz, mono | 22 KB |
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++------------------------------+-------------------+
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+| Quite OK Audio, 44 kHz, mono | 17 KB |
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++------------------------------+-------------------+
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+| MP3 192 Kb/s, stereo | 24 KB |
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++------------------------------+-------------------+
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+| Ogg Vorbis 128 Kb/s, stereo | 16 KB |
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++------------------------------+-------------------+
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+| Ogg Vorbis 96 Kb/s, stereo | 12 KB |
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++------------------------------+-------------------+
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Note that the MP3 and Ogg Vorbis figures can vary depending on the encoding
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Note that the MP3 and Ogg Vorbis figures can vary depending on the encoding
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type. The above figures use :abbr:`CBR (Constant Bit Rate)` encoding for
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type. The above figures use :abbr:`CBR (Constant Bit Rate)` encoding for
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@@ -125,8 +124,8 @@ saving to a waveform, which increases their size unnecessarily and add latency
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to the moment they are played back.
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to the moment they are played back.
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Enabling **Trim** will automatically trim the beginning and end of the audio if
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Enabling **Trim** will automatically trim the beginning and end of the audio if
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-it's lower than -50 dB *after* normalization (see **Edit > Normalize** below). A
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-fade-in/fade-out period of 500 samples is also used during trimming to avoid
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+it's lower than -50 dB *after* normalization (see **Edit > Normalize** below).
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+A fade-in/fade-out period of 500 samples is also used during trimming to avoid
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audible pops.
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audible pops.
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Edit > Normalize
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Edit > Normalize
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@@ -143,13 +142,15 @@ Unlike Ogg Vorbis and MP3, WAV files can contain metadata to indicate whether
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they're looping (in addition to loop points). By default, Godot will follow this
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they're looping (in addition to loop points). By default, Godot will follow this
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metadata, but you can choose to apply a specific loop mode:
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metadata, but you can choose to apply a specific loop mode:
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+- **Detect from WAV:** Uses loop information from the WAV metadata.
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- **Disabled:** Don't loop audio, even if metadata indicates the file should be
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- **Disabled:** Don't loop audio, even if metadata indicates the file should be
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played back looping.
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played back looping.
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-- **Forward:** Standard audio looping.
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-- **Ping-Pong:** Play audio forward until it's done playing, then play it
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- backward and repeat. This is similar to mirrored texture repeat, but for
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- audio.
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-- **Backward:** Play audio in reverse and loop back to the end when done playing.
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+- **Forward:** Standard audio looping. Plays the audio forward from the beginning
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+ to the loop end, then returns to the loop beginning and repeats.
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+- **Ping-Pong:** Plays the audio forward until the loop end, then backwards to
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+ the loop beginning, repeating this cycle.
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+- **Backward:** Plays the audio backwards from the loop end to the loop beginning,
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+ then repeats.
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When choosing one of the **Forward**, **Ping-Pong** or **Backward** loop modes,
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When choosing one of the **Forward**, **Ping-Pong** or **Backward** loop modes,
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loop points can also be defined to make only a specific part of the sound loop.
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loop points can also be defined to make only a specific part of the sound loop.
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@@ -166,12 +167,12 @@ the end of the audio file if set to ``-1``.
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Compress > Mode
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Compress > Mode
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---------------
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---------------
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-Three compression modes can be chosen from for WAV files: **Disabled** (default),
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-**RAM (Ima-ADPCM)**, or **QOA (Quite OK Audio)**. **RAM (Ima-ADPCM)** reduces
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-file size and memory usage a little, at the cost of decreasing quality in an
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-audible manner. **QOA (Quite OK Audio)** reduces file size a bit more than
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-**RAM (Ima-ADPCM)** and the quality decrease is much less noticeable, at the
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-cost of higher CPU usage (still much lower than MP3).
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+Three compression modes can be chosen from for WAV files: **PCM (Uncompressed)**,
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+**IMA ADPCM**, or **Quite OK Audio** (default). **IMA ADPCM** reduces file size
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+and memory usage a little, at the cost of decreasing quality in an audible manner.
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+**Quite OK Audio** reduces file size a bit more than **IMA ADPCM** and the quality
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+decrease is much less noticeable, at the cost of slightly higher CPU usage (still
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+much lower than MP3).
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Ogg Vorbis and MP3 don't decrease quality as much and can provide greater file
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Ogg Vorbis and MP3 don't decrease quality as much and can provide greater file
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size reductions, at the cost of higher CPU usage during playback. This higher
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size reductions, at the cost of higher CPU usage during playback. This higher
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@@ -265,8 +266,8 @@ music tracks).
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.. note::
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.. note::
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Unlike WAV files, Ogg Vorbis and MP3 only support a "loop begin" loop point,
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Unlike WAV files, Ogg Vorbis and MP3 only support a "loop begin" loop point,
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- not a "loop end" point. Looping can also be only be standard forward
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- looping, not ping-pong or backward.
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+ not a "loop end" point. Looping can also be only be standard forward looping,
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+ not ping-pong or backward.
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.. _doc_importing_audio_samples_best_practices:
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.. _doc_importing_audio_samples_best_practices:
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