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 NativeAudio.Initialize(); #endif }
IEnumerator DoInitializing() { Debug.Log("Initialize Native Audio"); NativeAudio.Initialize(); yield return(new WaitForSeconds(1.0f)); initialized = true; Debug.Log("native audio initialized : " + initialized); if (initialized) { StartCoroutine(LoadSounds()); } }
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 }
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 }
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 void Initialize() { if (isInitialized) { return; } isInitialized = true; SetUseNativeAudio(Context.Player.Settings.UseNativeAudio); if (useNativeAudio) { NativeAudio.Initialize(new NativeAudio.InitializationOptions { androidAudioTrackCount = 2 }); Debug.Log("Native Audio initialized"); } preloadedAudioClips.ForEach(it => Load(it.name, it, isPreloaded: true)); }
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; }
private static void Init() { //This is so that it comes before all Pad's `Awake` which attempts to load the audio. NativeAudio.Initialize(); }