unreal.SoundAssetCompressionType
¶
- class unreal.SoundAssetCompressionType¶
Bases:
unreal.EnumBase
Sound Asset Compression Type
C++ Source:
Module: Engine
File: SoundWave.h
- ADPCM¶
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¶
Perceptual-based codec which supports all features across all platforms.
- Type
0
- PCM¶
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¶
Encodes the asset to a platform specific format and will be different depending on the platform. It does not currently support seeking.
- Type
3