Assuming we have a well imported audio clips setup.

For audio clips that are quite similar and just vary by some slight differences on the shape, would you rather have them as separate files (Space: RAM) or use the same base sample and apply the effects programmaticaly on the fly (Time) just like how a digital synthetizer would work.

Also, have anybody before did a test of having an Atlas/Spritesheet equivalent for SFX (basicly a long sfx file and a json conf) vs Separate files.

My goals here are mostly performance and scalability as i don't rely a lot on Monobehaviours and inspectors in favour of a more data driven design.

  • \$\begingroup\$ It looks like both of these approaches would work. There is no one better positioned to profile this on your target hardware and decide whether space or processing is a more precious resource in the context of your running game than you yourself. Remember, we don't know what else is in your game, what its demands are, what it's running on, so we could only give you answers less specific than your own investigation. \$\endgroup\$ – DMGregory Jan 8 at 10:20

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