void OnAudioFilterRead(float[] samples, int channelCount) { if (UnitySampleRate > 0) { var lowSRSampleCount = (int)((44100.0f / UnitySampleRate) * samples.Length); var lowSRSamples = new float[lowSRSampleCount]; var samplesReturned = AudioUtils.FillUnityStreamBuffer(lowSRSamples, streamBuffer, audioStream); AudioUtils.ResampleHack(lowSRSamples, samples); //AudioUtils.LowPassHack(samples); if (audioStream.isOpen && audioStream.isDoneStreaming) { audioStream.Close(); } } }