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+1 投票
Hi, I'm generating an Android build to test the size of my APK. My game used have 30mb without sound banks, now it has over 100mb. I'm already bellow the 200 files limit and my audios are all considerably compressed. I have iOS, Android and PC sound banks on my project, but my buildpipeline is deleting the ones that won't be used on the target platform (I've checked this). Am I doing something wrong or is this the expected file size?

Thanks!
分类:General Discussion | 用户: Juliano S. (110 分)

2 个回答

0 投票
In the SoundBank layout (F5) in the edit TAB of the SoundBank Editor after clicking on the affected bank, you should be able to see which specific file included in your bank that is causing problems and look into that object in more detail as to how it is being compressed etc.

Also, Are you intending to stream anything ? Maybe the stream checkbox is unchecked for some intended streamed assets, this can also be seen in the same view, the files that are supposed to be streamed should appear as 0 in memory size, decoded size etc.

Hope this helps.
用户: Maximilien S. (2.8k 分)
+1 投票
Hello Juliano,

70Mb for less than 200 files is a lot. You should re-consider your compression settings if possible. Here are few other tips :

- Most sounds can probably be set to 22050 (Sample Rate).

- Make sure you use Vorbis and try different Quality. Avoid Stereo files if you release on mobile.

- Make sure your music tracks are optimized (no audio repeating). If you have lots of music, you'll have to concatenate and make layers.

Average bandwidth for your audio files can be around 10kB/s.

One last thing : try to target the 5 most memory consuming files.

Best.
用户: Rom D (1.1k 分)
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