a few questions about mobile audio:
When implementing a soundtrack for iOS, in UDK, it was a matter of starting an mp3 in the background. this was nice because of the ability for the user to play their own music during the game instead of the game music if desired. it was also nice because of the mp3 compression. will this feature be available in UE4, or is there a way to implement it?
building off of that second point of compression, i’m having a difficult time determining how audio is compressed during packaging. Are the .wav files i import into the content folder being automatically converted to mp3 with a built in encoder, or is the iPhone playing the large .wav file?
do android devices handle audio the same way? I’m trying to drastically reduce my apk file. what i built in UDK for iOS was 30mb, but rebuilding it in UE4 results in a 150mb .obb file and i’m wondering if audio compression is contributing to this.
any advice or guidance in the matter is appreciated.