public void Awake() { director.Evaluate(); #if !UNITY_EDITOR loadedAudio = NativeAudio.Load(noteToPlay); #endif }
public void Awake() { normalColor = image.color; mainLogic = GameObject.FindObjectOfType <MainLogic>(); if (NativeAudio.OnSupportedPlatform()) { loadedNativeAudio = NativeAudio.Load(selfSource.clip); } }
private void LoadAudio(AudioClip ac) { if (NotRealDevice()) { return; } nativeAudioPointer = NativeAudio.Load(ac); Debug.Log("Loaded audio of length " + nativeAudioPointer.Length); }
private void LoadAudio(AudioClip ac) { if (NotRealDevice()) { return; } //Loading via AudioClip will pull out and send the audio byte array to C side directly. UnloadIfLoaded(); nativeAudioPointer = NativeAudio.Load(ac); Debug.Log("Loaded audio of length " + nativeAudioPointer.Length); }
public void LoadAudioSA() { if (NotRealDevice()) { return; } //Loading via ScriptableAssets will have to ask Java to read out the file, then send that audio byte array to C. UnloadIfLoaded(); nativeAudioPointer = NativeAudio.Load("NativeAudioDemoSA.wav"); Debug.Log("Loaded audio of length " + nativeAudioPointer.Length + " from ScriptableAssets"); }
private void LoadAudio(string name) { #if UNITY_EDITOR //You should have a fallback to normal AudioSource playing in your game so you can also hear sounds while developing. Debug.Log("Please try this in a real device!"); #else nativeAudioPointer = NativeAudio.Load(name); if (nativeAudioPointer == null) { Debug.LogError("You have either Load-ed a nonexistent audio file or allocated over the Android's AudioTrack hard limit. Check your StreamingAssets folder for the correct name, or call nativeAudioPointer.Unload() to free up the quota."); } #endif }
public void Start() { // var pl = PlayerLoop.GetDefaultPlayerLoop(); // foreach(var subsystem in pl.subSystemList) // { // if(subsystem.GetType() == typeof(Initialization)) // { // var npl = new PlayerLoopSystem[1]; // npl.updateDelegate = TimeCaptureUpdate; // subsystem.subSystemList = subsystem.subSystemList.Concat(npl); // } // } #if !UNITY_EDITOR NativeAudio.Initialize(); pointer = NativeAudio.Load("NativeAudioDemo1.wav"); #endif }
public NativeAudioCase(string fileName, AudioController.AudioType type) { audioName = fileName; audioType = type; #if UNITY_EDITOR AudioController.LoadAudioClipFromStreamingAssets(fileName, OnClipLoaded); #elif UNITY_ANDROID float currentVolume = type == AudioController.AudioType.Sound ? AudioController.GetSoundVolume() : AudioController.GetMusicVolume(); //var adjustment = new NativeAudio.PlayAdjustment { volume = currentVolume, pan = 1f }; //playOptions = new NativeAudio.PlayOptions { playAdjustment = adjustment }; //Debug.Log("Created native audio case for:" + fileName + " volume: " + currentVolume); audioEnabled = currentVolume == 0 ? false : true; nativeAudioPointer = NativeAudio.Load(fileName); #endif }
public void StopLatestPlay() { #if NATIVE_TOUCH_INTEGRATION Debug.Log("Native touch started!!"); staticPointer = nativeAudioPointer; NativeTouch.RegisterCallback(NTCallback); NativeTouch.Start(new NativeTouch.StartOption { disableUnityTouch = true }); NativeTouch.WarmUp(); return; #endif if (NotRealDevice()) { return; } if (nativeAudioController != null) { nativeAudioController.Stop(); } }
IEnumerator LoadSounds() { audioPointers.Clear(); int soundsCount = audioNames.Length; int soundNum = 0; Debug.Log("LOAD " + soundsCount + " SOUNDS:"); while (soundNum < soundsCount) { Debug.Log("LOADING SOUND " + audioNames[soundNum] + " " + Time.time); NativeAudioPointer nativeAudioPointer = NativeAudio.Load(audioNames[soundNum]); audioPointers.Add(nativeAudioPointer); if (nativeAudioPointer == null) { Debug.Log("ERROR: " + audioNames[soundNum] + " NOT LOADED "); } yield return(new WaitForSeconds(1.0f)); if (nativeAudioPointer != null) { Debug.Log("PREPARE SOUND " + audioNames[soundNum] + " " + Time.time); nativeAudioPointer.Prepare(); } else { Debug.Log("CAN'T PREPARE NULL SOUND " + audioNames[soundNum] + " " + Time.time); } yield return(new WaitForSeconds(1.0f)); soundNum += 1; } Debug.Log("LOADING DONE " + +Time.time); yield return(null); }
public IEnumerator PerformanceTest() { running = true; sw = new Stopwatch(); pr = new PerformanceResult(); audioSource.clip.UnloadAudioData(); UnityEngine.Debug.Log("Performance test : AudioSource.."); UnityEngine.Debug.Log("Performance test : AudioSource loading.."); sw.Start(); audioSource.clip.LoadAudioData(); sw.Stop(); pr.asLoad = sw.ElapsedTicks; sw.Reset(); yield return(new WaitForSeconds(0.5f)); UnityEngine.Debug.Log("Performance test : AudioSource playing.."); for (int i = 0; i < framesOfPlay; i++) { UnityEngine.Debug.Log("Performance test : AudioSource frame " + i); sw.Start(); audioSource.Play(); yield return(null); sw.Stop(); pr.asTicks.Add(sw.ElapsedTicks); sw.Reset(); } yield return(new WaitForSeconds(0.5f)); if (!Application.isEditor) { UnityEngine.Debug.Log("Performance test : NativeAudio initializing.."); sw.Start(); //This force the "crash prevention mechanism" to activates. If it crashes then... it is a bug. NativeAudio.Initialize(new NativeAudio.InitializationOptions { androidAudioTrackCount = 3 }); sw.Stop(); pr.naInitialize = sw.ElapsedTicks; sw.Reset(); yield return(new WaitForSeconds(0.5f)); UnityEngine.Debug.Log("Performance test : NativeAudio silently analyzing.."); NativeAudioAnalyzer analyzer = NativeAudio.SilentAnalyze(); yield return(new WaitUntil(() => analyzer.Analyzed)); pr.silenceAnalysis = analyzer.AnalysisResult.averageFps; UnityEngine.Debug.Log("Performance test : NativeAudio loading.."); sw.Start(); loaded = NativeAudio.Load("NativeAudioDemo1.wav"); yield return(null); sw.Stop(); pr.naLoad = sw.ElapsedTicks; sw.Reset(); yield return(new WaitForSeconds(0.5f)); UnityEngine.Debug.Log("Performance test : NativeAudio playing.."); for (int i = 0; i < framesOfPlay; i++) { UnityEngine.Debug.Log("Performance test : NativeAudio frame " + i); sw.Start(); loaded.Play(); yield return(null); sw.Stop(); pr.naTicks.Add(sw.ElapsedTicks); sw.Reset(); } yield return(new WaitForSeconds(0.5f)); } UnityEngine.Debug.Log("Performance test : Ending.."); resultText.text = pr.AnalysisText; running = false; }