So if you are storing audio data, my recommendation is to store the animation data too. You will also take a hit on quality at the very least because you won't have the option of tweaking animations on important audio files. Could you get it down further doing realtime analysis? Sure.but at a heavy cost of CPU, latency, code complexity, and development time (we don't offer a solution to analyze in game). Animation data size will go down to perhaps 10% of the audio data. If you are using FBX animation data, depending on your character setup, animations can take up more space than compressed audio! This is the scenario where our Unity scripts can come in handy. Unless you can use text to speech for audio, then you are stuck with dealing with heavy audio data.
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