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