Should a sound have played? Did it actually play? Did you miss it or is it just too far away to hear? Is there a mistake in the script you just wrote? ![]() Probably the most useful feature, however, is simply the ability to debug if sounds are playing at all. This is incredibly useful for debugging Audio Sources to see if they’re working as you expect them to, or to check if sounds are being virtualised or paused for optimisation (more on that later). For example: if the audio is playing or not, if it’s virtualised, the time position of the Audio Clip, as well as distance related information that affect how audible the sound is. You’ll be able to view the details of every (currently) playing sound in the scene. The Audio Profiler is useful for debugging Audio Sources. With the Audio Profiler selected, click the dropdown labelled ‘Simple’ and switch to the ‘Detailed’ view (in older versions of Unity, the detailed tabs are already visible). This is incredibly useful for working out the impact of your game’s audio on performance.īut did you know you can also use the Audio Profiler to debug and monitor individual Audio Sources? The amount of memory being used for audio.You may also know that, within the Profiler, is a module that’s dedicated to Audio. It’s a special window in the editor that allows you to monitor and debug how your game is using resources. You probably already know about the Profiler in Unity. Look out for Unity’s new DOTS based audio system.Disable Audio Source Components instead of using Mute.Use Load in Background for non-essential sounds.Match the right Load Type with the best Compression Format.Understand Max Real and Virtual Voice limits.So, to help you get the most audio performance from your game, here are my 10 best Audio Optimisation tips for Unity. ![]() A lot of the time, audio in Unity takes care of itself, often requiring less optimisation than other areas of performance, such as graphics for example.īut… as your project becomes more and more ambitious and begins to grow in size, the amount of audio in your Scene can start to have an impact on performance, especially when using large Audio Clips, heavy audio effects and a lot of Audio Sources all at once.
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