Version: 2019.4
LanguageEnglish
  • C#

AudioSettings.dspTime

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static double dspTime;

Description

Returns the current time of the audio system.

This is a value specified in seconds and based on the actual number of samples the audio system processes and is therefore much more precise than the time obtained via the Time.time property.

using UnityEngine;
using System.Collections;

// The code example shows how to implement a metronome that procedurally generates the click sounds via the OnAudioFilterRead callback. // While the game is paused or suspended, this time will not be updated and sounds playing will be paused. Therefore developers of music scheduling routines do not have to do any rescheduling after the app is unpaused

[RequireComponent(typeof(AudioSource))] public class ExampleClass : MonoBehaviour { public double bpm = 140.0F; public float gain = 0.5F; public int signatureHi = 4; public int signatureLo = 4; private double nextTick = 0.0F; private float amp = 0.0F; private float phase = 0.0F; private double sampleRate = 0.0F; private int accent; private bool running = false; void Start() { accent = signatureHi; double startTick = AudioSettings.dspTime; sampleRate = AudioSettings.outputSampleRate; nextTick = startTick * sampleRate; running = true; }

void OnAudioFilterRead(float[] data, int channels) { if (!running) return;

double samplesPerTick = sampleRate * 60.0F / bpm * 4.0F / signatureLo; double sample = AudioSettings.dspTime * sampleRate; int dataLen = data.Length / channels; int n = 0; while (n < dataLen) { float x = gain * amp * Mathf.Sin(phase); int i = 0; while (i < channels) { data[n * channels + i] += x; i++; } while (sample + n >= nextTick) { nextTick += samplesPerTick; amp = 1.0F; if (++accent > signatureHi) { accent = 1; amp *= 2.0F; } Debug.Log("Tick: " + accent + "/" + signatureHi); } phase += amp * 0.3F; amp *= 0.993F; n++; } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961