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Audio Compression handling for mobile games music

Discussion in 'Audio & Video' started by lyncisAt, Apr 24, 2017.

  1. lyncisAt

    lyncisAt

    Joined:
    Dec 13, 2014
    Posts:
    15
    Hello,

    as the title implies this is more technical music question. I read an article about music in mobile games and the capability of the game's code to play back music depending on whether there are headphones plugged in or if the game is using the internal mobile speakers.

    At least I think that was mentioned in the article (but that was months ago). Is this a concern at all for mobile game platforms and how is this problem approached best? Is there a thing like code-based compression (of frequencies/volume ... NOT audio format compression) which could alter the music of the game based on the circumstances? For example tablet vs mobile phone, headphones vs speakers.

    Then more advanced quality music could be delivered for the project. Let's say with more dynamic changes and a broader frequency spectrum headphones could capitalise on.

    I hope my questions make sense - I'm just a composer, I don't have much programming skills or knowledge how you guys write games.

    Best,
    Andy