Importar muestras de audio

¿Por qué importar?

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.

Aquí hay una tabla comparativa.

Formato 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.

Buenas prácticas

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!


Como puedes ver arriba, los efectos de sonido se vuelven enormes cuando se agrega reverberación.


Un problema que ocurre a menudo es que las formas de onda se exportan con largos silencios al principio y al final. Estos son insertados por los DAW (estación de trabajo de audio digital) cuando se guardan en una forma de onda, aumentan su tamaño innecesariamente y agregan latencia al momento en que se reproducen.

Importing as WAV with the Trimming option enabled solves this.


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.