# Bank size difference

**URL:** <https://qa.fmod.com/t/bank-size-difference/22835>\
**Category:** FMOD Studio\
**Tags:** android, unity\
**Created:** [April 23, 2025, 2:12pm UTC](https://qa.fmod.com/t/bank-size-difference/22835 "2025-04-23T14:12:09Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [April 28, 2025, 6:20am UTC](https://qa.fmod.com/t/bank-size-difference/22835/2 "2025-04-28T06:20:21Z")

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Hi,

Thank you for sharing the information.

> [@eshkor101](#):
>
> I’m building audio banks for PC and Mobile.  
> For PC I’m using Vorbis 37% Quality and 48kHz 5.1 system mode.  
> For Mobile FADPCM 24kHz, Headphones mode.
> 
> All of the Mobile banks are 3x bigger than the PC ones.

I think what you have observed is expected. Even though you’re using a lower sample rate on mobile, `FADPCM` trades compression efficiency for lower CPU usage, which often results in larger bank sizes compared to Vorbis.

> [@eshkor101](#):
>
> How can I optimize this? Am I doing something wrong?

You are not doing anything wrong, I have found some related discussion that might help you dive deeper into optimization strategies:

> [@FADPCM vs Vorbis for Mobile](https://qa.fmod.com/t/fadpcm-vs-vorbis-for-mobile/18734/3):
>
> You can see from the performance references for both Android and iOS that FADPCM performs better than Vorbis. You could use Vorbis over FADPCM if compression is too low, or PCM for short sounds if FADPCM cost is too high. In terms of sample rate, a higher sample rate will have better audio quality but at the cost of using more resources. The defaults are just there as a suggestion. [https://www.fmod.com/resources/documentation-api?version=2.02&page=platforms-android.html#performance-reference](https://www.fmod.com/resources/documentation-api?version=2.02&page=platforms-android.html#performance-reference) A…

> [@Fmod Bank Settings for a Oculus Quest build on Unity](https://qa.fmod.com/t/fmod-bank-settings-for-a-oculus-quest-build-on-unity/16138/2):
>
> Whether you “should” do this is a question we can’t answer, as it depends on your game’s unique requirements, and you know those better than us. The reason for using different banks and build settings for different platforms is that different platforms have different capabilities. Mobile platforms, for example, tend to have limited processing power and memory, and rarely support more than stereo sound; desktop platforms tend to have access to large amounts of memory and processing power, and m…

Hope this helps, let me know if you have questions.

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