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AudioSettings.dspTime

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public static var dspTime: double;
public static double dspTime;
public static dspTime as double

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.

// 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 the 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 

@script RequireComponent(AudioSource)

public var bpm : double = 140.0; public var gain : float = 0.5f; public var signatureHi : int = 4; public var signatureLo : int = 4;

private var nextTick : double = 0.0; private var amp : float = 0.0f; private var phase : float = 0.0f; private var sampleRate : double = 0.0; private var accent : int; private var running : boolean = false;

function Start () { accent = signatureHi; var startTick = AudioSettings.dspTime; sampleRate = AudioSettings.outputSampleRate; nextTick = startTick * sampleRate; running = true; }

function OnAudioFilterRead(data:float[], channels:int) { if(!running) return; var samplesPerTick = sampleRate * (60.0f / bpm) * (4.0 / signatureLo); var sample = AudioSettings.dspTime * sampleRate; var dataLen = data.length / channels; for(var n = 0; n < dataLen; n++) { var x : float = gain * amp * Mathf.Sin(phase); for(var i = 0; i < channels; i++) data[n * channels + i] += x; while (sample + n >= nextTick) { nextTick += samplesPerTick; amp = 1.0; if(++accent > signatureHi) { accent = 1; amp *= 2.0; } Debug.Log("Tick: " + accent + "/" + signatureHi); } phase += amp * 0.3; amp *= 0.993; } }
using UnityEngine;
using System.Collections;

[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++;
        }
    }
}
import UnityEngine
import System.Collections

[RequireComponent(typeof(AudioSource))]
public class ExampleClass(MonoBehaviour):

	public bpm as double = 140.0F

	public gain as float = 0.5F

	public signatureHi as int = 4

	public signatureLo as int = 4

	private nextTick as double = 0.0F

	private amp as float = 0.0F

	private phase as float = 0.0F

	private sampleRate as double = 0.0F

	private accent as int

	private running as bool = false

	def Start() as void:
		accent = signatureHi
		startTick as double = AudioSettings.dspTime
		sampleRate = AudioSettings.outputSampleRate
		nextTick = (startTick * sampleRate)
		running = true

	def OnAudioFilterRead(data as (float), channels as int) as void:
		if not running:
			return
		samplesPerTick as double = ((sampleRate * (60.0F / bpm)) * (4.0F / signatureLo))
		sample as double = (AudioSettings.dspTime * sampleRate)
		dataLen as int = (data.length / channels)
		n as int = 0
		while n < dataLen:
			x as float = ((gain * amp) * Mathf.Sin(phase))
			i as int = 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++