Ejemplo n.º 1
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 /// <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));
 }