A USB audio device is a DAC (digital-to-analog converter), or it might be speakers with the DAC built-in, to allow the audio to be decoded outside the computer. Index of the track in the object that created this provider.For music lovers, it’s always wise to choose USB audio for perfect music quality. The expected playback rate for the sample frames produced by this class. The maximum number of sample frames that can be accumulated inside the internal buffer before an overflow event is emitted. Then the free sample count falls below this threshold, the AudioSampleProvider.sampleFramesAvailable event and associated native is emitted. Number of sample frames that can still be written to by the sample producer before overflowing. Otherwise, the extra sample frames in the buffer will be left unchanged. If true, buffers produced by ConsumeSampleFrames will get padded when silence if there are less available than asked for. The number of audio channels per sample frame.Įnables the AudioSampleProvider.sampleFramesAvailable events. Number of sample frames available for consuming with AudioSampleProvider.ConsumeSampleFrames. ProviderId, buffer, std::min(bufferSampleFrameCount, sampleFrameCount)) But we could also invoke this regularly from another thread, for example the thread providingĬonst uint32_t consumedSampleFrameCount = ConsumeSampleFrames( We consume the sample frames from the handler that tells us that there are some available. Uint32_t providerId, float* interleavedSampleFrames, uint32_t sampleFrameCount) ĬonsumeSampleFramesFunction ConsumeSampleFrames = NULL Įxtern "C" _cdecl void SetConsumeSampleFramesFunction(ĬonsumeSampleFramesFunction function, uint32_t id, uint16_t channelCount, uint32_t sampleRate)īuffer = new float // 1s worth of sample frames.Įxtern "C" _cdecl void SampleFramesAvailable(void* userData, uint32_t id, uint32_t sampleFrameCount) Typedef uint32_t(_cdecl *ConsumeSampleFramesFunction)( Private static extern void SampleFramesAvailable(IntPtr userData, uint id, uint sampleFrameCount) Private static extern void SetConsumeSampleFramesFunction(ĪudioSampleProvider.ConsumeSampleFramesNativeFunction cb, uint id, ushort channelCount, uint sampleRate) SampleFramesAvailableNativeHandler, (IntPtr)0) Provider.SetSampleFramesAvailableNativeHandler( Provider.channelCount, provider.sampleRate) eeSampleFrameCountLowThreshold = provider.maxSampleFrameCount - 1024 ĪnsumeSampleFramesNativeFunction, provider.id, Public class NativeAudioOutput : MonoBehaviourĪudioSampleProvider.SampleFramesEventNativeFunction sampleFramesAvailableNativeHandler = Var sfCount = provider.ConsumeSampleFrames(buffer) ĭebug.LogFormat("SetupSoftwareAudioOut.Available got sample frames.", sfCount) ![]() (int)sampleFrameCount * provider.channelCount, Allocator.Temp)) Using (NativeArray buffer = new NativeArray( Void SampleFramesAvailable( AudioSampleProvider provider, uint sampleFrameCount) eeSampleFrameCountLowThreshold = provider.maxSampleFrameCount / 4 Provider.enableSampleFramesAvailableEvents = true Provider.sampleFramesAvailable += SampleFramesAvailable Vp.audioOutputMode = VideoAudioOutputMode.APIOnly Public class ManagedAudioOutput : MonoBehaviour
0 Comments
Leave a Reply. |