In the Intro to Unity Audio video, Project Boost project, Rick said “we never want huge files in our games, so always use .ogg or .mp3”. That makes sense if you are trying to make the size of your Repo as small as possible, but since it doesn’t matter what supported format you use, Unity will still compress them when you build the final game. Unity Docs even go on to say that you should always use the most lossless audio files possible, i.e. 48kHz 24-bit WAV or 96kHz 32-bit AIFF, so that the audio doesn’t get compressed twice, severely reducing the quality. This is not the case for extended dialog, but there are good options there as well.
In summary, I would say the best option would be to use:
On Windows targets (In order from top to bottom):
- 96kHz, 32-bit .wav
- 48kHz, 24-bit .wav
- 24kHz, 16-bit .wav
On MacOSX targets:
- 96kHz, 32-bit .aif
- 48kHz, 24-bit .aif
- 24kHz, 16-bit .aif
On Linux targets:
Unfortunately, most linux distributions don’t support .wav or .aif, as the lossless audio format that is typically used is .flac
You could attempt to get high frequency and bit-rate .ogg files, but that would be the best option.
I am an audiophile when it comes to listening and love signal processing, so to me this makes the most sense, but I posted this as an “ask” because I wanted to know Rick’s reasoning for mentioning that we should always use smaller files.