오디오 샘플 가져오기

왜 가져오나요?

Raw audio data in general is large and undesired. Godot provides two main options to import your audio data: WAV and Ogg Vorbis.

Each has different advantages.

  • WAV files use raw data or light compression, make few demands on the CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
  • Ogg Vorbis files use a stronger compression that results in much smaller file size, but require significantly more processing power to play back.
../../../_images/audio_stream_import.png

이것이 비교하는 차트입니다.

형식 1 second of audio
WAV 24-bit, 96 kHz, stereo 576 KB
WAV 16-bit, 44 kHz, mono 88 KB
WAV 16-bit, IMA-ADPCM, mono 22 KB
Ogg Vorbis 128 Kb/s, stereo 16 KB
Ogg Vorbis 96 Kb/s, stereo 12 KB

Consider using WAV for short and repetitive sound effects, and Ogg Vorbis for music, speech, and long sound effects.

모범 사례

Godot has an extensive bus system with built-in effects. This saves SFX artists the need to add reverb to the sound effects, reducing their size greatly and ensuring correct trimming. Say no to SFX with baked reverb!

../../../_images/reverb.png

위에서 볼 수 있듯이, reverb가 추가되면서 음향 효과는 거대해졌습니다.

트리밍(Trimming)

종종 발생하는 문제로 파형을 가져올 때 시작과 끝에 긴 묵음이 있는 것입니다. 이것은 파형을 저장할 때 DAW에 의해 삽입되며, 불필요하게 파일 크기를 키우면서 재생하는 순간 대기 시간이 추가됩니다.

Importing as WAV with the Trimming option enabled solves this.

루핑(Looping)

Godot supports looping in the samples (tools such as Sound Forge or Audition can add loop points to WAV files). This is useful for sound effects, such as engines, machine guns etc. Ping-pong looping is also supported.

As an alternative, the Import dock has a Loop option that enables looping for the entire sample when importing.