Пример #1
0
    public void Start()
    {
        if (NotRealDevice())
        {
            return;
        }
        Application.targetFrameRate = 60;
        Debug.Log("Unity output sample rate : " + AudioSettings.outputSampleRate);

        var dai = NativeAudio.GetDeviceAudioInformation();

        Debug.Log(dai.ToString());

#if UNITY_ANDROID
        var optimalBufferSize = dai.optimalBufferSize;
        bufferSizeSlider.value = optimalBufferSize;
        bufferSizeText.text    = optimalBufferSize.ToString();
#else
        bufferSizeSlider.value = 0;
        bufferSizeText.text    = "---";
#endif

        if (autoRepeat)
        {
            Initialize();
            LoadAudio1();
            StartCoroutine("RepeatedPlayRoutine");
        }
    }
Пример #2
0
     private void Initialize()
     {
 #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
     #if UNITY_ANDROID
         var audioInfo = NativeAudio.GetDeviceAudioInformation();
         Debug.Log("Android audio information : " + audioInfo);
     #endif
         NativeAudio.Initialize(new NativeAudio.InitializationOptions {
             androidAudioTrackCount = 3
         });
 #endif
     }
Пример #3
0
    public void Initialize()
    {
#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
#if UNITY_ANDROID
        var audioInfo = NativeAudio.GetDeviceAudioInformation();
        Debug.Log("Android audio information at initialization : " + audioInfo);
#endif
        NativeAudio.Initialize(new NativeAudio.InitializationOptions {
            androidAudioTrackCount   = 2,
            androidMinimumBufferSize = Mathf.RoundToInt(bufferSizeSlider.value)
        });
#endif
    }