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Sound Asset Compression Type.
| Name | ESoundAssetCompressionType |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/SoundWave.h |
| Include Path | #include "Sound/SoundWave.h" |
Syntax
enum ESoundAssetCompressionType
{
BinkAudio,
ADPCM,
PCM,
Opus,
PlatformSpecific,
ProjectDefined,
RADAudio,
}
Values
| Name | Remarks |
|---|---|
| BinkAudio | Perceptual-based codec which supports all features across all platforms. |
| 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. |
| PCM | Uncompressed audio. Large memory usage (streamed chunks contain less audio per chunk) but extremely cheap to decode and supports all features. |
| Opus | Opus is a highly versatile audio codec. It is primarily designed for interactive speech and music transmission over the Internet, but is also applicable to storage and streaming applications. |
| PlatformSpecific | Encodes the asset to a platform specific format and will be different depending on the platform. It does not currently support seeking. |
| ProjectDefined | The project defines the codec used for this asset. |
| RADAudio | As BinkAudio, except better quality. Comparable CPU usage. Only valid sample rates are: 48000, 44100, 32000, and 24000. |