There are some questions about adding sound to my game, especially introduction music (for splash), background music (loop) ) And button event sound hope that you can share your knowledge on this.
1) Should I use compressed sound or uncompressed sounds? Or maybe combining two? Is there any limitations on the iPhone hardware that I should be aware of - for example, the ability to run many compressed sounds?
2) What is the best audio format for my purpose?
3) For background music, I am thinking of using AVAudioPlayer. Button for event sound, I'm thinking of using AudioServicesPlaySystemSound, what do you think?
4) Should I know any other issues?
Thank you!
But if you are playing many sounds at the same time, then You should use uncompressed or IMA4.
2) You should use the CIF file format because it gives you the most flexibility to use which format you are highly compressed in MP3, AAC, PCM, IMA4, and CAF file. Or uncompressed data. (CAF). I generally use CAF files with IMA 4 compression at mono, 16-bit, 44.1kHz. 3) Similarly, I do this in my app: Avadioplayer for the soundtracks which duck to musical levels, and audio service play system buttons and other UI sound effects.
4) If you use uncompressed PCM data, the file size can be very large, but the IMA 4 is a fairly noisy compressor scheme. You can use AAC but then you can limit how many AAC sounds, you can play at a time before the iPhone OS 3.0, you could play only one AAC or MP3 sound at a time.
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