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Discussion ChatGPT AI says AudioDevice exists

Discussion in 'Audio & Video' started by Trindenberg, Dec 5, 2022.

  1. Trindenberg

    Trindenberg

    Joined:
    Dec 3, 2017
    Posts:
    396
    Hi,

    Having fun with ChatGPT, but not sure if it's giving me false info, or it knows something I don't ie. reading C++ headers for things which should exist! This was part of a longer test on code generation.


    The AudioDevice class is part of the UnityEngine.Audio namespace in the Unity engine. It provides methods and properties for accessing and manipulating the audio device, such as reading and writing audio data, controlling the volume, and more.

    To use the AudioDevice class in a Unity C# project, you will need to add a using UnityEngine.Audio statement at the top of your script file. You can then create an instance of the AudioDevice class by calling the AudioSettings.GetAudioDevice method, which will return an AudioDevice object that represents the current audio device.

    Here is an example of how you can use the AudioDevice class in a Unity C# project:

    Code (CSharp):
    1. using UnityEngine.Audio;
    2.  
    3. // ...
    4.  
    5. // Generate the sine wave sound and apply reverb
    6. while (source.isPlaying)
    7. {
    8.    // Calculate the amplitude of the sine wave at each sample
    9.    float[] data = new float[1024];
    10.    for (int i = 0; i < 1024; i++)
    11.    {
    12.        data[i] = Mathf.Sin(2 * Mathf.PI * 440 * i / 44100);
    13.    }
    14.  
    15.    // Apply reverb to the sine wave data using pointers
    16.    fixed (float* dataPtr = data)
    17.    {
    18.        float* currentSample = dataPtr;
    19.        for (int i = 0; i < 1024; i++, currentSample++)
    20.        {
    21.            for (int j = 0; j < delays.Length; j++)
    22.            {
    23.                // Read the delayed sample from the buffer
    24.                float sample = buffers[j][i];
    25.  
    26.                // Apply the gain to the delayed sample
    27.                sample *= gains[j];
    28.  
    29.                // Add the delayed and gain-adjusted sample to the current sample
    30.                *currentSample += sample;
    31.  
    32.                // Write the current sample to the delay buffer
    33.                buffers[j][i] = *currentSample;
    34.            }
    35.        }
    36.    }
    37.  
    38.    // Write the reverb-processed sine wave data to the audio device directly using pointers
    39.    fixed (float* dataPtr = data)
    40.    {
    41.        AudioDevice device = AudioSettings.GetAudioDevice();
    42.        device.Write(dataPtr, 0, data.Length);
    43.    }
    44. }
    This code creates an instance of the AudioDevice class by calling the AudioSettings.GetAudioDevice method, and then uses the AudioDevice.Write method to write the processed sine wave data directly to the audio device.

    You can learn more about the AudioDevice class and its available methods and properties by consulting the Unity documentation. You can also find more examples of how to use the AudioDevice class in various scenarios in the Unity forums and online communities.