using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class AudioClipImport : AssetPostprocessor
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{
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static AudioImporterSampleSettings standalone = new AudioImporterSampleSettings();
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static AudioImporterSampleSettings android = new AudioImporterSampleSettings();
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static AudioImporterSampleSettings ios = new AudioImporterSampleSettings();
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static AudioClipImport()
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{
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standalone = new AudioImporterSampleSettings();
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standalone.quality = 0.01f;
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standalone.loadType = AudioClipLoadType.CompressedInMemory;
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standalone.sampleRateSetting = AudioSampleRateSetting.OptimizeSampleRate;
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standalone.compressionFormat = AudioCompressionFormat.Vorbis;
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android = new AudioImporterSampleSettings();
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android.quality = 0.01f;
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android.loadType = AudioClipLoadType.CompressedInMemory;
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android.sampleRateSetting = AudioSampleRateSetting.OptimizeSampleRate;
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android.compressionFormat = AudioCompressionFormat.Vorbis;
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ios = new AudioImporterSampleSettings();
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ios.quality = 0.01f;
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ios.loadType = AudioClipLoadType.CompressedInMemory;
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ios.sampleRateSetting = AudioSampleRateSetting.OptimizeSampleRate;
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ios.compressionFormat = AudioCompressionFormat.Vorbis;
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}
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void OnPreprocessAudio()
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{
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var audioImporter = this.assetImporter as AudioImporter;
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audioImporter.forceToMono = false;
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audioImporter.loadInBackground = false;
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audioImporter.SetOverrideSampleSettings("standalone", standalone);
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audioImporter.SetOverrideSampleSettings("android", android);
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audioImporter.SetOverrideSampleSettings("ios", ios);
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}
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}
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