# Sound assets frequency content changing on import

**URL:** https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582
**Category:** FMOD Studio
**Created:** [February 7, 2025, 11:26am UTC](https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582 "2025-02-07T11:26:32Z")
**Posts on this page:** 4
**Page:** 1

<div class="post-metadata">

### Author: ![jon-nbg](https://avatars.discourse-cdn.com/v4/letter/j/f05b48/32.png) [@jon-nbg](https://qa.fmod.com/u/jon-nbg)
#### Post date: [February 7, 2025, 11:26am UTC](https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582/1 "2025-02-07T11:26:32Z")

</div>

Ive noticed that a large amount of assets in my fmod project have lost of added frequency content above 20kHz that didnt exist before importing them. Here is a comparison of an asset in file explorer and the same imported asset being played from inside FMOD Studio v2.02.23:

 ![Screenshot 2025-02-07 111754](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/1053a91eb04fc438b4bac404ef087c16c72fb985.png)  
 ![Screenshot 2025-02-07 111850](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/758504ba8b7b49b10806b0d749a6869f451d0a73.png)

Fwiw the asset is exported at 48kHz 24bit

I have seen this post ([Altered sounds during import](https://qa.fmod.com/t/altered-sounds-during-import/16132)) that looks like it could potentially be the same issue, but id like to know if there is anything else i can do? Has there been any progress on having different resampling options in FMOD Studio?

---

<div class="post-metadata">

### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [February 10, 2025, 3:13am UTC](https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582/2 "2025-02-10T03:13:41Z")

</div>

Hi,

What you’re observing does appear to be the same issue as the one in the post you linked. Unfortunately, I don’t have any more info to provide on the status of having resampling options in Studio, but I’ve noted your interest in it on our feature tracker. As for what can be done, the main recommendation is to use [System::setAdvancedSettings](https://www.fmod.com/docs/2.02/api/core-api-system.html#system_setadvancedsettings) to specify the [resampling method](https://www.fmod.com/docs/2.02/api/core-api-system.html#fmod_dsp_resampler) at runtime, as noted in the previously linked thread.

---

<div class="post-metadata">

### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [February 10, 2025, 9:53pm UTC](https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582/3 "2025-02-10T21:53:27Z")

</div>

Just to follow up with a few questions:

- Is the high frequency content present at runtime, or just in Studio?
- Are you applying any pitch shifting (i.e. via the pitch macro on instruments/events/buses) to the event?
- Are you using the pitch shifter effect (even if it’s set to 1.00x pitch) anywhere downstream of the event?
- If you change the compression mode for the asset(s) in question to PCM, does the issue go away?

---

<div class="post-metadata">

### Author: ![jon-nbg](https://avatars.discourse-cdn.com/v4/letter/j/f05b48/32.png) [@jon-nbg](https://qa.fmod.com/u/jon-nbg)
#### Post date: [February 14, 2025, 2:19pm UTC](https://qa.fmod.com/t/sound-assets-frequency-content-changing-on-import/22582/4 "2025-02-14T14:19:25Z")

</div>

- Yeah the high frequency content is there both in Studio and at runtime.
- There are cases of both using and not using pitch shifting with macros where the issue happens, so it feels like that’s not the cause.
- The pitch shifter effect isnt being used at all in this project.
- The same result happens in a build with PCM compression both in builds and in the editor. (Changed from Vorbis)
