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public static method GetDSPBufferSize(out bufferLength: int, out numBuffers: int): void;
public static void GetDSPBufferSize(out int bufferLength, out int numBuffers);


bufferLength Is the length of each buffer in the ringbuffer.
numBuffers Is number of buffers.


Get the mixer's buffer size in samples.

For mobiles (iOS devices and Android) the is also settable from the menu 'Audio Settings->Mobile DSP Buffer size'. The software mixer mixes to a ringbuffer. The size of this ringbuffer is determined here. It mixes a block of sound data every 'bufferlength' number of samples, and there are 'numbuffers' number of these blocks that make up the entire ringbuffer. Adjusting these values can lead to extremely low latency performance (smaller values), or greater stability in sound output (larger values). Warning! The 'buffersize' is generally best left alone. Making the granularity smaller will just increase CPU usage (cache misses and DSP network overhead). Making it larger affects how often you hear commands update such as volume/pitch/pan changes. Anything above 20ms will be noticable and sound parameter changes will be obvious instead of smooth. Unity chooses the most optimal size by default for best stability, depending on the output type, and if the drivers are emulated or not (for example DirectSound is emulated using waveOut on NT). It is not recommended changing this value unless you really need to. You may get worse performance than the default settings chosen by Unity. As of version 5.0 setting the DSP buffer size from scripts is no longer supported. This has to be set in the Audio section of the project settings instead.

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