# Altered sounds during import

**URL:** <https://qa.fmod.com/t/altered-sounds-during-import/16132>\
**Category:** FMOD Studio\
**Created:** [September 2, 2020, 6:01pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132 "2020-09-02T18:01:36Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [September 2, 2020, 6:01pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/1 "2020-09-02T18:01:36Z")

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Hello everyone!  
Here’s my problem: there’s a sound that I imported in FMOD which doesn’t sound as the original version. It seems that the import lowered its quality and added lower and higher frequencies.  
I tried different codecs, rates and bit depths but it didn’t change anything.  
The file in the asset folder plays well, though, but not inside FMOD.  
Original sound on the left picture, once it’s imported in FMOD on the right.  
Does anyone have experienced this kind of issue and what do you think I can do to solve this problem? Many thanks

 ![Screenshot 2020-09-02 at 19.22.45](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/676f37fe6aa63d097172e2683224cf53cda7e7c7.png)

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 8, 2020, 2:16am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/2 "2020-09-08T02:16:12Z")

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Are you able to post the sound file you’re using or DM it to me to investigate further?

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [September 8, 2020, 5:52am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/3 "2020-09-08T05:52:53Z")

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Hello Richard, thank you for your attention to this matter.  
Here’s the original sound, corresponding to the left picture that I already posted.  
[https://cdn.discordapp.com/attachments/692738298443071559/750742401093599262/Sound\_1.wav](https://cdn.discordapp.com/attachments/692738298443071559/750742401093599262/Sound_1.wav)

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [September 8, 2020, 6:01am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/4 "2020-09-08T06:01:17Z")

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Here’s the same sound once imported in FMOD:  
[https://cdn.discordapp.com/attachments/692738298443071559/750742407489913012/Sound\_2.wav](https://cdn.discordapp.com/attachments/692738298443071559/750742407489913012/Sound_2.wav)  
As the volume level is quite low you may not hear any difference at first.

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [September 8, 2020, 6:02am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/5 "2020-09-08T06:02:59Z")

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Actually, as soon as I import whatever shiny sound I get those added frequencies.  
Here’s another sound comparison:

 ![Screenshot 2020-09-08 at 06.55.08](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/976180c0bd74ba90d5b9b7cd046ee271e527f1f5.png)

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 11, 2020, 4:28am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/6 "2020-09-11T04:28:24Z")

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It looks like this might be caused by resampling. Could you please try encoding the original audio file as 48KHz and trying again?

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [September 11, 2020, 7:05am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/7 "2020-09-11T07:05:30Z")

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I’ve just tried importing some encoded files as WAV 48KHz / 24 bit and unfortunately FMOD still transforms the sounds. I’ll DM you one of the files for you to try, if possible. Thanks

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**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [September 23, 2020, 6:27am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/8 "2020-09-23T06:27:39Z")

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Hi ,  
Some very specific sounds with harmonics and low frequencies in them can cause aliasing with a linear resampler.  
The current fix for this is to set FMOD to use a higher quality sample rate converter/resampler at runtime. The code for this is

`	FMOD_ADVANCEDSETTINGS settings;`  
`	memset(&settings, 0, sizeof(settings));`  
`	settings.cbSize = sizeof(settings);`  
`	settings.resamplerMethod = FMOD_DSP_RESAMPLER_CUBIC;`  
`	gSystem->setAdvancedSettings(&settings);`

just before any call to fmod initialization.

A better solution would be to have a high quality resampler button in studio to press (like the ‘stream’ button in the sound build properties), we’ll look at doing this in the future but you have a workaround.

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**Author:** ![Kaedalus](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kaedalus/32/1991_2.png) [@Kaedalus](https://qa.fmod.com/u/Kaedalus)\
**Post date:** [March 8, 2021, 5:46pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/9 "2021-03-08T17:46:44Z")

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Hi!

Sorry for digging up an old thread, but I’ve been having the same issue, specifically with some piano samples and chain rattling sounds. How would I go about using this code to make it work?

Thanks a bunch!

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**Author:** ![mudo](https://avatars.discourse-cdn.com/v4/letter/m/b3f665/32.png) [@mudo](https://qa.fmod.com/u/mudo)\
**Post date:** [March 8, 2021, 5:58pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/10 "2021-03-08T17:58:53Z")

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Hello Kaedalus, what audio interface do you have?

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [March 15, 2021, 2:56am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/11 "2021-03-15T02:56:30Z")

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You need to set all the ADVANCESETTINGS settings before the `Studio::System::initialize()` call.

If you are using the FMOD Unity or Unreal integrations, you can add this code to line 198 of RuntimeManager.cs (Unity) or line 664 of FMODStudioModule.cpp (UE4).

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**Author:** ![Kaedalus](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kaedalus/32/1991_2.png) [@Kaedalus](https://qa.fmod.com/u/Kaedalus)\
**Post date:** [March 18, 2021, 5:57pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/12 "2021-03-18T17:57:59Z")

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Heya, I have a Behringer UMC202HD, but I don’t see how this could influence the import quality in FMOD - though if there’s something it could be affecting it would be good to know! 🤔

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<div class="post-metadata">

**Author:** ![Kaedalus](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/kaedalus/32/1991_2.png) [@Kaedalus](https://qa.fmod.com/u/Kaedalus)\
**Post date:** [March 18, 2021, 5:59pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/13 "2021-03-18T17:59:42Z")

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Thank you! So this is something that should be done only on the integrations? Not on the FMOD Studio app itself? Sorry if I’m missing something obvious here 😅

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<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [March 22, 2021, 11:41pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/14 "2021-03-22T23:41:07Z")

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That’s correct, it’s not possible to set this within the FMOD Studio application - this only applies to when running the game using FMOD.

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**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [February 20, 2024, 2:57pm UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/15 "2024-02-20T14:57:27Z")

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Any plans to look into this?  
Having this issue as well with some sounds with high frequency content. They produce really obvious artifacts when pitched up in FMOD. If I apply a 10 KHz 30 dB/oct lowpass filter to the sound the artifacts are minimal, but having to watch out for that definitely isn’t a nice workflow

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 22, 2024, 5:58am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/16 "2024-02-22T05:58:26Z")

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Hi,

What version of FMOD Studio are you using? Would it be possible to get an audio file you are experiencing the issue with or get a recording of the issue?

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<div class="post-metadata">

**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [February 22, 2024, 8:19am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/17 "2024-02-22T08:19:20Z")

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I’m on 2.02.20. Here’s a video of the issue: [https://youtu.be/J644uXnQfIY?feature=shared](https://youtu.be/J644uXnQfIY?feature=shared)

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [February 27, 2024, 12:01am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/18 "2024-02-27T00:01:07Z")

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Hi,

Thank you for the video.

Unfortunately, there isn’t much more you can do within Studio beyond adding the filter. However, when using FMOD Engine this comment: [Altered sounds during import - #8 by brett](https://qa.fmod.com/t/altered-sounds-during-import/16132/8) should help minimize the artifacts further.

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<div class="post-metadata">

**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [February 27, 2024, 10:19am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/19 "2024-02-27T10:19:36Z")

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Thank you Connor. Wouldn’t that hit performance significantly, if it means that all sounds are processed at a higher quality sample rate converter?

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<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [March 1, 2024, 1:54am UTC](https://qa.fmod.com/t/altered-sounds-during-import/16132/20 "2024-03-01T01:54:14Z")

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Hi,

In terms of performance, it will add one mix block of latency, which is like 10ms. With a simple scene of 10 events playing, it increases the CPU usage by `~1%`  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/7dc5d49d4f748b5675972c6e7b25e7c9f160cdc1.png)

I have also passed on the original suggestion of the `high-quality resampler` toggle to our development team to look into further.

Hope this helps!
