Can I add copyrighted music pack for scenes to vamhub recourse page? Some of them will be edited for looping and all rendered in ogg to take up less disk space
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Obviously notCan I add copyrighted music pack for scenes to vamhub recourse page?
On load VaM converts into some internal formats (there are 3 different ones, depending on the purpose of use). That's why loading audio in VaM takes so long. However, you can provide audio in form of an AssetBundle, so that conversion is done up-front in Unity Editor. Scene loading times can be 50-100x faster. For a handful of audios it may not matter, but if you have hundreds/thousands of audio files like some complex scenes, that becomes critical as loading time of your scene improves from minutes to seconds. To play Audio from AssetBundle you need to use LogicBricks (either SoundFromAB or RandomSoundFromAB).Didn't I read somewhere that Vam converts all audio to wav before it plays it??
In the states, at least, if it is non profit and done for "Educational" purpose it is generally OK. That is why YouTube can exist.
You are legal to use copyrighted songs -UNTIL you distribute it.
Can I add copyrighted music pack for scenes to vamhub recourse page? Some of them will be edited for looping and all rendered in ogg to take up less disk space
So, is there any advantage for speed or quality of the format of sounds being put into the assetbundle? I know wav & FLAC files have a slight quality advantage over mp3, but is that lost when put into a bundle?
I don't mean to nag, I know you are very busy, but the engineer in me is curious.
Sorry, have to correct you on that. For very short sounds you do indeed use PCM (=WAV). Like effect sounds that are less than a second but played often and lots in parallel, etc. Also because its lossless, it can deal well with noise, which is common for effects. For medium length sounds you might use ADPCM, which is also lossless, but has some minor CPU overhead. Only for long things like music you would use Vorbis/MP3, because of the mild CPU overhead and lag it introduces. There is also the option to decompress in memory after it was loaded from disk or long things like music can also be streamed from disk.You will not have native wav or flac in a game, that would be proposterous (the size is insane, so your memory would take a very huge hit for just a couple of sounds or music tracks). So you will be in ogg format most likely, which, properly configured will be extremely close to wav or flac.
PCM | This option offers higher quality at the expense of larger file size and is best for very short sound effects. |
ADPCM | This format is useful for sounds that contain a fair bit of noise and need to be played in large quantities, such as footsteps, impacts, weapons. The compression ratio is 3.5 times smaller than PCM, but CPU usage is much lower than the MP3/Vorbis formats which makes it the preferrable choice for the aforementioned categories of sounds. |
Vorbis/MP3 | The compression results in smaller files but with somewhat lower quality compared to PCM audio. The amount of compression is configurable via the Quality slider. This format is best for medium length sound effects and music. |