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 = 0.5f;  
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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 = 0.5f;  
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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 = 0.5f;  
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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.preloadAudioData = 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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