Experimental: this API is experimental and might be changed or removed in the future.
AudioSampleProvider
class in
UnityEngine.Experimental.Audio
/
Implemented in:UnityEngine.AudioModule
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Provides access to the audio samples generated by Unity objects such as VideoPlayer.
This class is meant to be usable outside the main thread and the implementation assumes a single consumer at a time invoking AudioSampleProvider.ConsumeSampleFrames. Audio data can be accessed both from C# and from C++, depending on what has to be done with this data.
The following is an example of how to access samples from C# using an accessor obtained from the VideoPlayer:
no example available in JavaScript
using UnityEngine;
using Unity.Collections;
using UnityEngine.Experimental.Video;
using UnityEngine.Experimental.Audio;
using UnityEngine.Video;
public class ManagedAudioOutput : MonoBehaviour
{
AudioSampleProvider provider;
void Start()
{
VideoPlayer vp = GetComponent<VideoPlayer>();
vp.audioOutputMode = VideoAudioOutputMode.APIOnly;
vp.prepareCompleted += Prepared;
vp.Prepare();
}
void Prepared(VideoPlayer vp)
{
provider = vp.GetAudioSampleProvider(0);
provider.sampleFramesAvailable += SampleFramesAvailable;
provider.enableSampleFramesAvailableEvents = true;
provider.freeSampleFrameCountLowThreshold = provider.maxSampleFrameCount / 4;
vp.Play();
}
void SampleFramesAvailable(AudioSampleProvider provider, uint sampleFrameCount)
{
using (NativeArray<float> buffer = new NativeArray<float>(
(int)sampleFrameCount * provider.channelCount, Allocator.Temp))
{
var sfCount = provider.ConsumeSampleFrames(buffer);
Debug.LogFormat("SetupSoftwareAudioOut.Available got {0} sample frames.", sfCount);
// Do something with the samples here...
}
}
}
The following is an example of how to access samples from C++. The setup has to be done in C# and then Unity's core and the native plug-in can call into each other without having to go through managed code.
no example available in JavaScript
using System;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.Experimental.Video;
using UnityEngine.Experimental.Audio;
using UnityEngine.Video;
public class NativeAudioOutput : MonoBehaviour
{
AudioSampleProvider provider;
AudioSampleProvider.SampleFramesEventNativeFunction sampleFramesAvailableNativeHandler =
SampleFramesAvailable;
void Start()
{
VideoPlayer vp = GetComponent<VideoPlayer>();
vp.audioOutputMode = VideoAudioOutputMode.APIOnly;
vp.prepareCompleted += Prepared;
vp.Prepare();
}
void Prepared(VideoPlayer vp)
{
provider = vp.GetAudioSampleProvider(0);
provider.freeSampleFrameCountLowThreshold = provider.maxSampleFrameCount - 1024;
SetConsumeSampleFramesFunction(
AudioSampleProvider.consumeSampleFramesNativeFunction, provider.id,
provider.channelCount, provider.sampleRate);
provider.SetSampleFramesAvailableNativeHandler(
sampleFramesAvailableNativeHandler, (IntPtr)0);
vp.Play();
}
private const string pluginName =
#if UNITY_IPHONE
"__Internal"
#else
"NativeAudioOutputPlugin"
#endif
;
[DllImport(pluginName, ExactSpelling = true, CallingConvention = CallingConvention.Cdecl)]
private static extern void SetConsumeSampleFramesFunction(
AudioSampleProvider.ConsumeSampleFramesNativeFunction cb, uint id, ushort channelCount, uint sampleRate);
[AOT.MonoPInvokeCallback(typeof(AudioSampleProvider.SampleFramesEventNativeFunction))]
[DllImport(pluginName, ExactSpelling = true, CallingConvention = CallingConvention.Cdecl)]
private static extern void SampleFramesAvailable(IntPtr userData, uint id, uint sampleFrameCount);
}
And here is the accompanying C++ plug-in:
no example available in JavaScript
#include <algorithm>
#include <stdint.h>
typedef uint32_t(__cdecl *ConsumeSampleFramesFunction)(
uint32_t providerId, float* interleavedSampleFrames, uint32_t sampleFrameCount);
ConsumeSampleFramesFunction ConsumeSampleFrames = NULL;
uint32_t providerId = -1;
float* buffer = NULL;
uint32_t bufferSampleFrameCount = 0;
uint32_t availableSampleFrameCount = 0;
extern "C" __cdecl void SetConsumeSampleFramesFunction(
ConsumeSampleFramesFunction function, uint32_t id, uint16_t channelCount, uint32_t sampleRate)
{
ConsumeSampleFrames = function;
providerId = id;
delete[] buffer;
buffer = new float[channelCount * sampleRate]; // 1s worth of sample frames.
bufferSampleFrameCount = sampleRate;
}
extern "C" __cdecl void SampleFramesAvailable(void* userData, uint32_t id, uint32_t sampleFrameCount)
{
if (ConsumeSampleFrames == NULL)
return;
// We consume the sample frames from the handler that tells us that there are some available.
// But we could also invoke this regularly from another thread, for example the thread providing
// samples to an audio device.
const uint32_t consumedSampleFrameCount = ConsumeSampleFrames(
providerId, buffer, std::min(bufferSampleFrameCount, sampleFrameCount));
// Do something with the samples here...
}
Properties
availableSampleFrameCount | Number of sample frames available for consuming with AudioSampleProvider.ConsumeSampleFrames. |
channelCount | The number of audio channels per sample frame. |
enableSampleFramesAvailableEvents | Enables the AudioSampleProvider.sampleFramesAvailable events. |
enableSilencePadding | If true, buffers produced by ConsumeSampleFrames will get padded when silence if there are less available than asked for. Otherwise, the extra sample frames in the buffer will be left unchanged. |
freeSampleFrameCount | Number of sample frames that can still be written to by the sample producer before overflowing. |
freeSampleFrameCountLowThreshold | Then the free sample count falls below this threshold, the AudioSampleProvider.sampleFramesAvailable event and associated native is emitted. |
id | Unique identifier for this instance. |
maxSampleFrameCount | The maximum number of sample frames that can be accumulated inside the internal buffer before an overflow event is emitted. |
owner | Object where this provider came from. |
sampleRate | The expected playback rate for the sample frames produced by this class. |
trackIndex | Index of the track in the object that created this provider. |
valid | True if the object is valid. |
Events
sampleFramesAvailable | Invoked when the number of available sample frames goes beyond the threshold set with AudioSampleProvider.freeSampleFrameCountLowThreshold. |
sampleFramesOverflow | Invoked when the number of available sample frames goes beyond the maximum that fits in the internal buffer. |