2026-02-22 14:21:56 +01:00

58 lines
2.1 KiB
C#

using UnityEngine;
namespace Photon.Voice.Unity
{
// Plays back input audio via Unity AudioSource
// May consume audio packets in thread other than Unity's main thread
public class UnityAudioOut : AudioOutDelayControl<float>
{
protected readonly AudioSource source;
protected AudioClip clip;
public UnityAudioOut(AudioSource audioSource, PlayDelayConfig playDelayConfig, ILogger logger, string logPrefix, bool debugInfo)
: base(true, playDelayConfig, logger, "[PV] [Unity] AudioOut" + (logPrefix == "" ? "" : " " + logPrefix), debugInfo)
{
this.source = audioSource;
}
override public long OutPos { get { return source.timeSamples; } }
override public void OutCreate(int frequency, int channels, int bufferSamples)
{
this.source.loop = true;
// Streaming clips produce too long delays, we use normal clips and SetData() to update them.
// The newly created clip may contain non-zero data (e.g. from previously created clip initialized with pcmreadercallback).
// Initialize it with zeros in pcmreadercallback instead of SetData to avoid allocation of a large 0 array.
this.clip = AudioClip.Create("UnityAudioOut", bufferSamples, channels, frequency, false, b => System.Array.Clear(b, 0, b.Length));
this.source.clip = this.clip;
}
override public void OutStart()
{
this.source.Play();
}
override public void OutWrite(float[] data, int offsetSamples)
{
this.clip.SetData(data, offsetSamples);
}
override public void Stop()
{
base.Stop();
this.source.Stop();
if (this.clip != null)
{
// This call required to release memory. Setting a reference to an Object to null does not destroy it.
Object.Destroy(this.clip);
this.clip = null;
}
if (this.source != null)
{
this.source.clip = null;
}
}
}
}