using UnityEngine; using System.Collections.Generic; using System; using System.Runtime.InteropServices; 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 { 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 int OutPos { get { return source.timeSamples; } } override public void OutCreate(int frequency, int channels, int bufferSamples) { this.source.loop = true; // using streaming clip leads to too long delays this.clip = AudioClip.Create("UnityAudioOut", bufferSamples, channels, frequency, false); this.source.clip = clip; } override public void OutStart() { this.source.Play(); } override public void OutWrite(float[] data, int offsetSamples) { clip.SetData(data, offsetSamples); } override public void Stop() { base.Stop(); this.source.Stop(); if (this.source != null) { this.source.clip = null; clip = null; } } } }