public bool LoadGame(string gamePath) { GameInfo gameInfo = LoadGameInfo(gamePath); bool ret = Libretro.RetroLoadGame(ref gameInfo); Console.WriteLine("\nSystem information:"); _av = new SystemAVInfo(); Libretro.RetroGetSystemAVInfo(ref _av); var audioConfig = AudioSettings.GetConfiguration(); audioConfig.sampleRate = (int)_av.timing.sample_rate; AudioSettings.Reset(audioConfig); Debug.Log("Geometry:"); Debug.Log("Base width: " + _av.geometry.base_width); Debug.Log("Base height: " + _av.geometry.base_height); Debug.Log("Max width: " + _av.geometry.max_width); Debug.Log("Max height: " + _av.geometry.max_height); Debug.Log("Aspect ratio: " + _av.geometry.aspect_ratio); Debug.Log("Geometry:"); Debug.Log("Target fps: " + _av.timing.fps); Debug.Log("Sample rate " + _av.timing.sample_rate); return(ret); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: Start //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Start() { // Set DSP Buffer Size #if !UNITY_EDITOR && !UNITY_STANDALONE_WIN && !UNITY_STANDALONE_OSX var audioSettings = AudioSettings.GetConfiguration(); audioSettings.dspBufferSize /= 2; AudioSettings.Reset(audioSettings); #endif Instance = this; // Grab all Audio Sources already existing on this object sm_aAudioSource.Clear(); AudioSource[] acquiredAudioSources = this.gameObject.GetComponents <AudioSource>(); if (acquiredAudioSources.Length > m_iTotalAudioSourcesCount) { m_iTotalAudioSourcesCount = acquiredAudioSources.Length; } // Add Existing To List for (int i = 0; i < acquiredAudioSources.Length; ++i) { sm_aAudioSource.Add(new AudioHandlerManager(acquiredAudioSources[i])); } // Create the rest of the AudioSources up until the desired amount exist. Or stop if we already have more than required. for (int i = sm_aAudioSource.Count; i < m_iTotalAudioSourcesCount; ++i) { sm_aAudioSource.Add(new AudioHandlerManager(CreateAudioSource())); } }
// Use this for initialization void Start() { AudioConfiguration config = AudioSettings.GetConfiguration(); config.numVirtualVoices = 6; config.numRealVoices = 2; AudioSettings.Reset(config); controller = FindObjectOfType <FrameworkController>(); source = GetComponent <AudioSource>(); if (controller != null) { source.Play(); } else { Debug.Log("Framework controller not found. Are you starting from MainMenu Scene?"); } SoundSlider.onValueChanged.AddListener(delegate { UpdatePriorities(); }); NoiseSlider.onValueChanged.AddListener(delegate { UpdatePriorities(); }); UpdatePriorities(); PlayAll(); }
public void Start() { #if UNITY_STANDALONE_OSX _core = new Core(OS.OSX, CorePath, SystemDirectory); #else _core = new Core(OS.Windows, CorePath, SystemDirectory); #endif _core.AudioSampleBatchHandler += audioSampleBatchHandler; _core.LogHandler += logHandler; _core.VideoFrameHandler += videoFrameHandler; _core.Load(ROMPath); Time.fixedDeltaTime = (float)1 / (float)_core.FrameRate; AudioConfiguration audioConfiguration = AudioSettings.GetConfiguration(); audioConfiguration.sampleRate = (int)_core.AudioSampleRate; AudioSettings.Reset(audioConfiguration); // this is required for OnAudioFilterRead to work and needs to be done after setting the AudioSettings.outputSampleRate gameObject.AddComponent <AudioSource>(); _core.StartFrameTiming(); }
/// <summary> /// Apply the current ConfigState configuration to the game /// </summary> public void ApplyConfiguration() { //AUDIO CONFIG AudioListener.volume = ConfigState.Instance.SoundVolume; var ac = AudioSettings.GetConfiguration(); #if UNITY_WSA if (ConfigState.Instance.SpeakerMode == AudioSpeakerMode.Raw) { ConfigState.Instance.SpeakerMode = AudioSpeakerMode.Stereo; } #endif ac.speakerMode = ConfigState.Instance.SpeakerMode; AudioSettings.Reset(ac); //VIDEO CONFIG if (ConfigState.Instance.UseCustomVideoSettings) { ApplyExtendedGraphicsConfiguration(); } if (!CoreParams.IsEditor) { Screen.SetResolution(ConfigState.Instance.Resolution.x, ConfigState.Instance.Resolution.y, ConfigState.Instance.FullScreen, ConfigState.Instance.RefreshRate); } QualitySettings.vSyncCount = ConfigState.Instance.VsyncCount; Application.targetFrameRate = ConfigState.Instance.MaxFrames; //INPUT CONFIG MappedInput.SetMapper(ConfigState.Instance.InputMapper); //safe? //let other things handle it on their own QdmsMessageBus.Instance.PushBroadcast(new ConfigChangedMessage()); }
public void changeGlobalVolume(Slider slider) { AudioConfiguration config = AudioSettings.GetConfiguration(); config.dspBufferSize = (int)slider.value; AudioSettings.Reset(config); }
void OnGUI() { //storing the audio source in source AudioSource source = GetComponent <AudioSource>(); bool modified = false; AudioConfiguration config = AudioSettings.GetConfiguration(); //reconfiguring the values and appropraitely changing the modified values config.speakerMode = (AudioSpeakerMode)GUIRow("speakerMode", validSpeakerModes, (int)config.speakerMode, ref modified); config.dspBufferSize = GUIRow("dspBufferSize", validDSPBufferSizes, config.dspBufferSize, ref modified); config.sampleRate = GUIRow("sampleRate", validSampleRates, config.sampleRate, ref modified); config.numRealVoices = GUIRow("RealVoices", validNumRealVoices, config.numRealVoices, ref modified); config.numVirtualVoices = GUIRow("numVirtualVoices", validNumVirtualVoices, config.numVirtualVoices, ref modified); //we reset if the values have changed if (modified) { AudioSettings.Reset(config); } //when the button pressed the audio starts playing if (GUILayout.Button("Start")) { source.Play(); } //audio stops playing on pressing the Stop if (GUILayout.Button("Stop")) { source.Stop(); } }
private void SetupSurroundSound() { AudioConfiguration audioConfig = AudioSettings.GetConfiguration(); audioConfig.speakerMode = AudioSpeakerMode.Mode5point1; AudioSettings.Reset(audioConfig); }
void setupAudioBuffer() { AudioConfiguration config = AudioSettings.GetConfiguration(); switch (PlayerPrefs.GetInt("audioQuality")) { case 0: config.dspBufferSize = 256; break; case 1: config.dspBufferSize = 512; break; case 2: config.dspBufferSize = 1024; break; default: break; } AudioSource[] sources = FindObjectsOfType <AudioSource>(); for (int i = 0; i < sources.Length; i++) { sources[i].enabled = false; } AudioSettings.Reset(config); for (int i = 0; i < sources.Length; i++) { sources[i].enabled = true; } }
private void Start() { var config = AudioSettings.GetConfiguration(); config.numRealVoices = maxCount; AudioSettings.Reset(config); }
private static void UpdateDSPBufferSize() { var config = AudioSettings.GetConfiguration(); config.dspBufferSize = (int)Math.Pow(2, Settings.Instance.DSPBufferSize); AudioSettings.Reset(config); }
//////////////////////////////////////////////////////////////// public void Start() { var audio_configuration = AudioSettings.GetConfiguration(); audio_configuration.dspBufferSize = 512; AudioSettings.Reset(audio_configuration); m_InstanceID = NewInstance(audio_configuration.sampleRate); _EnableCompletedVoicePolling(true, m_InstanceID); var dummy = AudioClip.Create("dummy", 1, 1, AudioSettings.outputSampleRate, false); dummy.SetData(new float[] { 1 }, 0); AudioSource TargetSrc = GetComponent <AudioSource>(); TargetSrc.clip = dummy; TargetSrc.loop = true; TargetSrc.spatialBlend = 1; TargetSrc.Play(); m_bRunning = true; if (m_sTextToParse.Length > 0) { ParseString(m_sTextToParse); m_sTextToParse = ""; } }
// public AudioSource c; // Use this for initialization void Start() { AudioConfiguration audio_config = AudioSettings.GetConfiguration(); AudioSettings.Reset(audio_config); // this.c.Play(); }
//TODO Current changing AudioMode in runtime make crash sound. Waiting for fixed this by Unity team. /// <summary> /// Sets the general audio mode. /// </summary> /// <param name="value">Value of audio speaker mode.</param> public static void SetGeneralAudioMode(int value) { AudioConfiguration config = AudioSettings.GetConfiguration(); switch (value) { case 1: config.speakerMode = AudioSpeakerMode.Mono; break; case 2: config.speakerMode = AudioSpeakerMode.Stereo; break; case 3: config.speakerMode = AudioSpeakerMode.Quad; break; case 4: config.speakerMode = AudioSpeakerMode.Surround; break; case 5: config.speakerMode = AudioSpeakerMode.Mode5point1; break; case 6: config.speakerMode = AudioSpeakerMode.Mode7point1; break; } AudioSettings.Reset(config); }
/// <summary> /// Change default audio settings /// </summary> private static void AudioSettingsSetup() { // Change default speaker mode from Stereo to Quad AudioConfiguration audioConfiguration = AudioSettings.GetConfiguration(); audioConfiguration.speakerMode = AudioSpeakerMode.Quad; AudioSettings.Reset(audioConfiguration); }
private void SetAudioDSP() { //Pull DSP setting from config var configuration = AudioSettings.GetConfiguration(); configuration.dspBufferSize = NSSettings.config.audioDSP; AudioSettings.Reset(configuration); }
public static void SetRecommendedAudioSettings() { AudioConfiguration audioConfiguration = AudioSettings.GetConfiguration(); audioConfiguration.dspBufferSize = 0; audioConfiguration.sampleRate = 0; audioConfiguration.speakerMode = MetaSpeakerMode; AudioSettings.Reset(audioConfiguration); }
void SetDspBufferSize(int bufferLenfth) { var config = AudioSettings.GetConfiguration(); config.dspBufferSize = bufferLenfth; AudioSettings.Reset(config); AudioSettings.GetDSPBufferSize(out int bufferLength, out int numBuffers); Debug.Log(string.Format("dspBufferLength: {0}, numBuffers: {1}", bufferLength, numBuffers)); }
void ChangeMonoStereo(bool value) { this.stereoActivated = value; PlayerPrefs.SetInt("stereo_mode", value ? 1 : 0); AudioConfiguration audioConfiguration = AudioSettings.GetConfiguration(); audioConfiguration.speakerMode = stereoActivated ? AudioSpeakerMode.Stereo : AudioSpeakerMode.Mono; AudioSettings.Reset(audioConfiguration); }
void OnDSPBufferSizeChanged(int value) { var audioConf = AudioSettings.GetConfiguration(); audioConf.dspBufferSize = dspBufferSizeOptions.Values.ToArray()[value]; if (!AudioSettings.Reset(audioConf)) { Debug.LogError("Failed changing Audio Settings"); } }
/// <summary>Attempts to adjust settings for less latency</summary> void SetupGlobalAudio() { AudioConfiguration config = AudioSettings.GetConfiguration(); config.dspBufferSize = (int)Dsp_Buffer_Size; config.sampleRate = 0; //11025, 22050, 44100, 48000, 88200, 96000, config.numVirtualVoices = 1; //1, 2, 4, 8, 16, 32, 50, 64, 100, 128, 256, 512, config.numRealVoices = 1; //1, 2, 4, 8, 16, 32, 50, 64, 100, 128, 256, 512, config.speakerMode = AudioSpeakerMode.Mono; AudioSettings.Reset(config); }
void OnSpeakerModeChanged(int value) { var audioConf = AudioSettings.GetConfiguration(); audioConf.speakerMode = (AudioSpeakerMode)value; Debug.Log(audioConf.speakerMode); if (!AudioSettings.Reset(audioConf)) { Debug.LogError("Failed changing Audio Settings"); } }
public AudioUnit(Emulator emulator) : base(emulator) { var audioConfig = AudioSettings.GetConfiguration(); audioConfig.sampleRate = SampleRate; audioConfig.dspBufferSize = SampleSize; audioSamples = new double[SampleSize]; AudioSettings.Reset(audioConfig); emulator.GetComponent <AudioSource>().Play(); }
/// <summary> /// Minimize the audio latency. /// 遅延量の最小化を行います。 /// </summary> public static void Minimize() { IsMinimizing = true; Duration = TimeDuration.Zero; foreach (var candidateSize in BufferSizeCandidates) { var config = AudioSettings.GetConfiguration(); config.dspBufferSize = candidateSize; _ = AudioSettings.Reset(config); } IsMinimizing = false; }
void OnAudioConfigurationChanged(bool deviceWasChanged) { Debug.Log(deviceWasChanged ? "Device was changed" : "Reset was called"); if (deviceWasChanged) { AudioConfiguration config = AudioSettings.GetConfiguration(); config.dspBufferSize = 256; config.speakerMode = AudioSpeakerMode.Mono; config.sampleRate = 15360; AudioSettings.Reset(config); } GetComponent <AudioSource>().Play(); }
public void Init(int sampleRate) { DeInit(); AudioConfiguration audioConfig = AudioSettings.GetConfiguration(); audioConfig.sampleRate = sampleRate; _ = AudioSettings.Reset(audioConfig); _audioSource = GetComponent <AudioSource>(); _audioSource.clip = AudioClip.Create("LibretroAudioClip", AUDIO_BUFFER_SIZE, 2, sampleRate, false); _audioSource.Play(); }
public void InitAudioConfig() { initialAudioConfig = AudioSettings.GetConfiguration(); AudioSettings.Reset(new AudioConfiguration { speakerMode = AudioSpeakerMode.Stereo, dspBufferSize = initialAudioConfig.dspBufferSize, sampleRate = 96000, // As high as possible numRealVoices = 0, numVirtualVoices = 0, }); initialAudioConfig = AudioSettings.GetConfiguration(); Debug.Log("Init " + initialAudioConfig.dspBufferSize + " " + initialAudioConfig.sampleRate); }
public void ApplyAppAudioConfig() { Debug.Log("Apply " + appConfig.audioBufferUpscale + " " + appConfig.sampleRateDownscale); AudioSettings.Reset(new AudioConfiguration { speakerMode = AudioSpeakerMode.Stereo, dspBufferSize = initialAudioConfig.dspBufferSize << appConfig.audioBufferUpscale, sampleRate = initialAudioConfig.sampleRate >> appConfig.sampleRateDownscale, numRealVoices = initialAudioConfig.numRealVoices, numVirtualVoices = initialAudioConfig.numVirtualVoices, }); var audioConfig = AudioSettings.GetConfiguration(); Debug.Log("Get " + audioConfig.dspBufferSize + " " + audioConfig.sampleRate); }
public override void OnApplicationStart() { AudioConfiguration a = AudioSettings.GetConfiguration(); a.speakerMode = AudioSpeakerMode.Mode7point1; if (AudioSettings.Reset(a)) { MelonModLogger.Log("Successful change"); } else { MelonModLogger.LogError("Change failed"); } }
void OnAudioConfigurationChanged(bool deviceWasChanged) { Debug.Log(deviceWasChanged ? "Device was changed" : "Reset was called"); if (deviceWasChanged) { ///returns the current configuration of the audio device and System AudioConfiguration config = AudioSettings.GetConfiguration(); config.dspBufferSize = 64; //resetting the dspbuffersize using config and then resetting AudioSettings.Reset(config); } //calls up the audio file GetComponent <AudioSource>().Play(); }