void InitLatencyDetect()
 {
     this.detectPlay     = new AudioUtil.VoiceLevelDetectCalibrate <float>(playSamplingRate, playChannels);
     this.detectPlayCorr = new AudioUtil.VoiceLevelDetectCalibrate <short>(playSamplingRate, playChannels);
     this.detectRec      = new AudioUtil.VoiceLevelDetectCalibrate <short>(samplingRate, channels);
     this.detectPlay.Detector.OnDetected     += () => detectTimePlay = clockMs();
     this.detectPlayCorr.Detector.OnDetected += () => detectTimePlayDelayed = clockMs();
     this.detectRec.Detector.OnDetected      += () => detectTimeRec = clockMs();
 }
 void InitLatencyDetect()
 {
     this.detectPlay     = new AudioUtil.VoiceLevelDetectCalibrate <float>(playSamplingRate, playChannels);
     this.detectPlayCorr = new AudioUtil.VoiceLevelDetectCalibrate <short>(playSamplingRate, playChannels);
     this.detectRec      = new AudioUtil.VoiceLevelDetectCalibrate <short>(samplingRate, channels);
     this.detectPlay.VoiceDetector.OnDetected += () => {
         if (IsAECLatecnyDetecting)
         {
             detectTimePlay = clockMs();
         }
         UnityEngine.Debug.Log("Latency Detect <=== ! Play ");
     };
     this.detectPlayCorr.VoiceDetector.OnDetected += () => {
         if (IsAECLatecnyDetecting)
         {
             detectTimePlayDelayed = clockMs();
         }
         UnityEngine.Debug.Log("Latency Detect <=== ! Play Corr ");
     };
     this.detectRec.VoiceDetector.OnDetected += () => {
         if (IsAECLatecnyDetecting)
         {
             detectTimeRec         = clockMs();
             this.AECLatencyResult = new AECLatencyResultType()
             {
                 LatencyRTTMs        = IsAECLatecnyDetectingRTT ? (int)(detectTimeRec - beepTime) : 0,
                 LatencyMs           = (int)(detectTimeRec - detectTimePlay),
                 LatencyDelayedMs    = (int)(detectTimeRec - detectTimePlayDelayed),
                 PlayDetected        = detectPlay != null ? detectPlay.VoiceDetector.Detected : false,
                 PlayDelayedDetected = detectPlayCorr != null ? detectPlayCorr.VoiceDetector.Detected : false,
                 RecDetected         = detectRec != null ? detectRec.VoiceDetector.Detected : false
             };
             IsAECLatecnyDetecting = false;
         }
         UnityEngine.Debug.Log("Latency Detect <===================== ! Rec " + (detectTimeRec - (IsAECLatecnyDetectingRTT ? beepTime : detectTimePlay)));
     };
 }