void Awake() { m_source = GetComponent <UnityEngine.AudioSource>(); // In order to use our procedural filter as the input to the AudioSource, // we need to detach any potential AudioClip from it. // see: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html m_source.clip = null; // must loop over the buffer, since it is refilled at each step. m_source.loop = true; m_source.Stop(); m_sampleRate = MusicConfig.GetSampleRate(); }
void Awake() { m_source = GetComponent <UnityEngine.AudioSource>(); // In order to use our procedural filter as the input to the AudioSource, // we need to detach any potential AudioClip from it. // see: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html m_source.clip = null; // must loop over buffer m_source.loop = true; m_sampleRate = MusicConfig.GetSampleRate(); Load(file, startingNumberVoices); }
void Update() { m_sampleRate = MusicConfig.GetSampleRate(); }