I'm trying to assist with some plugin development with the Plugin NatMic. The plugin allow you to record game audio along with microphone audio. We are running into issues with Unity's DSP timestamps that causes the two audio to be out of sync. Can anyone from Unity would be so kind as to answer the following questions, so we can fix this issue. What (native) clock is this based on? The timestamps that we receive from the native platform are usually based on some general timestamp, like nanoTime on Android and mach_absolute_time on iOS/macOS. I need a way to convert from Unity's AudioSettings.dspTime to a 'native' timestamp in order to sync up audio samples. Is the clock from (1) affected by engine events? If Unity is paused for instance, the audio timestamps should NOT be paused. But from what I see online, it seems that this happens. Is there a way to get sample-precise timestamps in OnAudioFilterRead? Or do we assume that dspTime corresponds to the timestamp of the first sample in the sample buffer? Thank you!