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Porrith Suong edited this page May 26, 2022
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Welcome to the MiniAudio.Unity wiki!
Attach the AudioAuthoring
component to a GameObject that will be converted to an Audio Entity
.
You can set the following settings:
- IsPathStreamingAssets
- Is the path located in the streaming assets folder? If so, the path must be relative to Unity's StreamingAssets' folder.
- Path
- The path to the audio file. If you use a streaming asset path, you need to use a relative path to the StreamingAssets' folder. If using the StreamingAssets folder, then the AudioSystem will concatenate the relative path with the StreamingAssets path on runtime.
- SoundLoadParameters
- IsLooping
- Does the audio file seek to the beginning of the file after finishing?
- Volume
- How loud is the sound being played?
- StartTime
- Do we need a custom start time because there's a delay before the first sound is played?
- EndTime
- Do we need a custom end time because there's a delay before the last sound is played?
- IsLooping
The following components will be attached to the Entity:
- LoadPath : DynamicBuffer
- Local or absolute path to the file. Unicode 16 is supported.
- AudioClip : IComponentData
- Handle: stores in native memory that represents the sounds playing.
- AudioState: The current state of the sound (Stopped, Played, Paused)
- Parameters: The SoundLoadParameter which defines the volume, start, end, and whether the audio file loops.
- AudioMetadata
- IsLoaded: Is the sound loaded?
- IsStreamingAssets: Is the audio file relative at the StreamingAssets path?
- AudioStateHistory
- AudioSystem
- Loads an audio file. If the audio file exists, then a valid
uint
handle will be set to the AudioClip component. An invalid handle is equivalent touint.MaxValue
. - If the AudioClip's current state changes, then the
ManageAudioJob
will execute the appropriate function calls to to Stop, Play, or Pause the audio.
- Loads an audio file. If the audio file exists, then a valid
- You must call
MiniAudioHandler.UnloadSound(uint handle)
with the correct audio handle. This will properly free native memory and push the handle to a free list for reuse. - To unload a sound, you must delete the entity with the components mentioned above.
- All sounds are unloaded upon quitting.
- Burst Compiler support is only allowed in builds. All editor functionality must be non burstable.
- You must wrap all
[BurstCompile]
jobs#if !UNITY_EDITOR
defines.
- You must wrap all