I posted today in the Game Audio Denizens facebook group today about how Unity is chopping off everything in our iOS game from around 11.5 kHz and up (the post is right at the top if anyone wants to read the full details).
Below shows reference iOS games getting a full spectrum through about 18 kHz (left), and my games in the past as well as our current game all getting cut sharply at 11.5 kHz (right):
We’re using Unity’s built-in audio system—not FMOD. But someone in the FB group chimed in mentioning that it’s probably because FMOD Core defaults to 24kHz for iOS, and that “Unity uses FMOD Core”. They also referenced this image from somewhere in the Core API reference (I can’t find it):
First off, is this true that the default Unity system is actual FMOD Core?
Second, is it true that iOS defaults to 24 kHz? Why? There’s so much loss there! And if this really is an FMOD Core issue, what do we need to do to salvage the top end of our audio? I am not a programmer—I’m the composer/sound designer, but it appears that we need to just alter that second line from “24000” to “44100”, and set System::setSoftwareFormat ‘samplerate’ as well?
If this is not actually an FMOD Core issue and Unity in fact does not use FMOD Core by default, please excuse my ignorance!