AudioClipLoadType
unityengine.AudioClipLoadType (extern class)
Determines how audio data is loaded and stored in memory. This affects memory usage, loading time, and CPU usage during playback.
The load type is typically set during audio import in Unity, but understanding these modes helps optimize audio performance in Ceramic.
See: AudioClip
Static Members
Audio is decompressed completely when loaded.
Characteristics:
- Highest memory usage (stores uncompressed PCM data)
- Fastest playback performance (no runtime decompression)
- Longer initial load time
- Best for: Short, frequently-played sounds (SFX, UI sounds)
Memory usage: ~10MB per minute of stereo audio at 44.1kHz
Audio remains compressed in memory and decompresses during playback.
Characteristics:
- Moderate memory usage (stores compressed data)
- Slight CPU overhead during playback for decompression
- Faster loading than DecompressOnLoad
- Best for: Medium-length sounds, ambient audio
Uses Vorbis compression on most platforms.
Audio streams from disk during playback.
Characteristics:
- Minimal memory usage (small buffer only)
- Continuous disk access during playback
- Cannot be played multiple times simultaneously
- Slight playback latency when starting
- Best for: Long music tracks, background ambience
Note: Requires reliable disk/storage access speed.
Metadata
Name | Parameters |
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:nativeGen |
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