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I seem to remember I called the native dll directly from that filter callback, and still got a 10X+ speedup.
I've got this now. I have Unity 2017.3.1f1 I have just install JFK 1.8u152 as instructed. I have SDK API levels 15,21,22,25,26,27 intalled on my E...
A much respected friend in the audio business tells me that Java Hotspot is as fast as native code. So why is it not used in Unity at all? And is...
Hmm, it sounds like you want a time machine? :D Are you using an FFT or in other words - why is there latency?
That's great news. Cheers.
I'm also using VS. Do you use the normal attach to process menus? I mean can you actually debug your C++ code?
Thank-you for the most detailed answer I've ever had on Unity forums!
Wow, that's brilliant, thanks a lot for the help, that's really good. Can I just ask what is 'k_maxDataSize' refering to? And I presume if I'm...
That's what I WAS using (OnAudioFilterRead) until I got horrified about the amount of CPU it was using up. I've been doing DSP stuff in C++ for...
I actually have an array of those structures, which I'm guessing there's no hope in passing that without serialising it.
Thanks lordofduct it looks like I was replying when you replied. I'll look into that.
I'm doing audio processing on an object's audio filter function, so it's a lot of data. It looks like I can pass the audio data straight through...
Thank-you for your answer. I love the idea of native plug-in code, as c++ is so much faster. I think I got strings of 'floats' working OK, is it...
Hi, I'd hoped I could find an answer but it appears I'm stuck. I have a struct with the following: [StructLayout(LayoutKind.Sequential, Pack = 0)]...
(as title) Is it possible or useful? I have quite an expensive filter I need to apply to a bunch of audio sources. It's a bit too much for the C#...
How is that just 1 call? How many objects are in that scene?
What are they playing at?! It can't be hard thing to fix.
Have you tried your local Playhouse or Amateur Dramatics club. It's worth a shot, and I bet you'll find someone who's enthusiastic to do it.
Isn't anyone from Unity even looking into this? Or are they all just putting their fingers in their ears and going 'laa laa, laa laa."
Filtering the high frequencies out be perfect, I wouldn't pereonally lower the pitch. How about a delay in the sound reaching your ears? And...