As soon as I load my song even into a fresh FMOD project, I hear a major drop in quality, especially the top-end of frequencies (It’s not just a loudness difference).
I am working on a VR rhythm game in Unity and I really wouldn’t like to compromise on audio quality.
I tried tweaking a few settings but nothing changed. Does anyone have any idea what could I do in FMOD to fix this?
Also if someone could confirm it would be great - .ogg song files are the best files for my use case, right?
To start with, I would recommend making sure that the selected output driver and device in FMOD Studio matches Windows Media Player, just to ensure parity between the two.
Given that you’re able to reproduce the issue in a fresh project, asset compression in Studio being enabled is the most likely culprit. You can check this by selecting any asset in the asset browser, or any instrument, and seeing whether “Compress” is enabled.
If it is, the asset in question will be compressed following the setting for the currently selected platform for the purposes of auditioning in Studio, so try disabling it and seeing whether that resolves the issue when auditioning in Studio.
Use the highest quality source asset files desired/possible, as FMOD will compress your source assets using the given platform’s setting (and/or any custom setting for individual assets or asset folders) when building banks.
Given what you’ve said, you’ll likely want to adjust the default platform compression setting, or override it for the assets in question - using the PCM format with the Preserved sample rate mode should provide the best quality.