{"id":16020,"date":"2024-11-01T15:47:53","date_gmt":"2024-11-01T19:47:53","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-pro-docs&p=16020"},"modified":"2024-11-01T19:17:53","modified_gmt":"2024-11-01T23:17:53","slug":"audio","status":"publish","type":"sceneri-pro-docs","link":"https:\/\/www.sceneri.com\/sceneri-pro-docs\/asset-types\/audio\/","title":{"rendered":"Audio"},"content":{"rendered":"
.wav (Wave) – <\/strong>Wave files contain uncompressed sound data. Normally the build process filters .wav files out because they should not be used at run-time, but only as high quality sources.<\/p>\n .ogg (OGG-VORBIS) – <\/strong>OGG files contain compressed sound data encoded in OGG-Vorbis. Currently they are only used on the PC for music and will eventually be replaced by specific FSB files.<\/p>\n .fdp<\/strong> (FMOD Project) The .fdp file is an XML-based project file for the FMOD Designer tool. This is shipped optionally, but needed for the SoundBrowser in Sandbox.<\/p>\n .fev<\/strong> (FMOD Runtime Project) The .fev file is a binary file that is required for run-time loading of FMOD event data. It contains all of the necessary metadata for sound events.<\/p>\n .fsb<\/strong> (FMOD SoundBank) SoundBank files contain sound data in a specific format. For the Xbox360 they are typically encoded with the XMA format. On the PS3 the .mpeg format is used. FSB files are used for sound events, but also for music on consoles and in the future will be used for voice files as well.<\/p>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":251212454,"featured_media":0,"parent":13983,"menu_order":0,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"sceneri-docs-tag":[],"class_list":["post-16020","sceneri-pro-docs","type-sceneri-pro-docs","status-publish","format-standard","hentry"],"acf":[],"yoast_head":"\n