Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

AudioSampleProvider.ConsumeSampleFramesNativeFunction

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

public delegate uint ConsumeSampleFramesNativeFunction(uint providerId, IntPtr interleavedSampleFrames, uint sampleFrameCount);

Parameters

providerIdId of the provider. See AudioSampleProvider.id.
interleavedSampleFramesPointer to the sample frames buffer to fill. The actual C type is float*.
sampleFrameCountNumber of sample frames that can be written into interleavedSampleFrames.

Description

Type that represents the native function pointer for consuming sample frames.

Importing a hypothetical native setup function would be done this way:

[DllImport(pluginName, ExactSpelling = true, CallingConvention = CallingConvention.Cdecl)]
private static extern void SetConsumeSampleFramesFunction(
    AudioSampleProvider.ConsumeSampleFramesNativeFunction cb, uint id, ushort channelCount, uint sampleRate);

See AudioSampleProvider.consumeSampleFramesNativeFunction for how to invoke this native plug-in function.

Did you find this page useful? Please give it a rating: