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Hi, Im having a big problem with loading iOS music library songs into my game. I use the audio data to create a waveform and for playback and other triggers during gameplay.
I'm exporting a song from iOS music library to the app's local directory using a custom plugin. After that's done, I'm using unity's WWW class to copy the file from the directory. Till this point, nothing much happens with the memory. The problem is when I load the WWW class result to an actual audioclip. Here, things get out of control. It goes from 20~25mb to over 100-200mb.
Typical song file size is 5-15mb
Any ideas how to fix this process or any other processes for achieving the same result would be very helpful.
I appreciate any feedback. Thanks!
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- 9 years ago
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