/// <summary> /// Sets the maximum latency in milliseconds that is needed by the target platform to buffer soundfiles from the storage medium. /// </summary> /// <remarks>As there is currently no mechanism within Unity to check the actual latency needed by the target device to /// buffer and play back a sound, we solve this by providing a maximum latency value that should be enough for each given platform, /// and we delay all playback by this value. Please note that these value not only depends on the target platform, but also /// on the system specifications (like weaker/older mobile phones usually need more time to buffer), but also on the storage /// media (optical drives take much longer that harddrives). /// We provide default values for all the platforms supported by Unity that will be set automatically and will work in most cases. /// However you may choose to finetune these settings. Lower latency settings will improve overall reactivity of your soundtrack, /// but might result in dropouts. /// </remarks> /// <seealso cref="psai.net.PsaiCore.SetMaximumLatencyNeededByPlatformToPlayBackBufferedSounddata"/> /// <param name="latencyInMilliseconds">the buffering latency in milliseconds</param> /// <returns>PsaiResult.OK if successful</returns> public PsaiResult SetMaximumLatencyNeededByPlatformToBufferSounddata(int latencyInMilliseconds) { return(m_logik.SetMaximumLatencyNeededByPlatformToBufferSounddata(latencyInMilliseconds)); }