А знаешь как? Я всего-лишь публикую (создаю темы), а админ мне платит. Трачу деньги на мороженое, робуксы и сервера в Minecraft. А ещё на паль из Китая.
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ВопросПочему импортируя mp3 файл в анрил он увеличивается в размере в 3 раза а то и больше?
⚠All imported audio files are converted to 16-bit .wav files internally. As such, exporting (by right-clicking a Sound Wave and selecting Asset Actions > Export...) will produce the converted file and not the originally imported file. Additionally, 24-bit files are not dithered during conversion so importing 16-bit files is recommended.
⚠ Unreal Engine also supports importing first-order ambisonic files. See
for information on importing and using ambisonic assets.
Compression
All Sound Waves are compressed with the Default Audio Compression Type specified in the Project Settings. You can also set the codec and quality level for each platform and Sound Wave.
Codec
Type
Ratio
Description
Bink Audio
Lossy
Up to 10:1
(Default) A perceptual-based codec that supports all features across all platforms. Low memory usage and comparable CPU usage to ADPCM.
ADPCM
Lossy
Up to 4:1
A time-domain codec with fixed-sized quality and is relatively cheap to decode.
PCM
Lossless
Uncompressed
Uses uncompressed audio that results in higher memory usage as streamed chunks contain less audio per chunk but provides extremely cheap decoding and support for all features.
Platform Specific
-
-
Encodes the asset in a platform-specific format. Seeking is not supported.