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
- 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:
3
- PROJECT_DEFINED: SoundAssetCompressionType¶
The project defines the codec used for this asset.
- Type:
4