struct in UnityEngine.Audio
/
Implemented in:UnityEngine.AudioModule
Implements interfaces:IContext
Control data communication, scripting-, creation-, destruction- and data query of ProcessorInstances in an audio system.
A ControlContext effectively represents an instance of an audio system, and is responsible for synchronizing efficient and deterministic data communication between a controlling thread and a realtime audio rendering thread. Use ControlContext.builtIn for scripting the shared audio system Unity uses, or use ControlContext.CreateManualControlContext for exercising your own auxillary system.
Property | Description |
---|---|
builtIn | The default provided ControlContext which is used and updated in tandem with Unity's built-in audio system. |
Method | Description |
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AllocateGenerator | Allocate a GeneratorInstance with the specified realtime and control state. |
AllocateRootOutput | Allocate a RootOutputInstance with the specified processor and control state. |
Destroy | Destroy a GeneratorInstance previously allocated with ControlContext.AllocateGenerator. |
Exists | Test whether is valid and belongs to this ControlContext. |
GetAvailableData | Access an enumerator to the currently available data on the ProcessorInstance. |
GetConfiguration | Get the declared configuration runs in. |
IsGenerator | Test whether is a GeneratorInstance built from a TRealtime and TControl. |
IsRootOutput | Test whether is a RootOutputInstance built from a TRealtime and TControl. |
SendData | Send a piece of data to make it available to the processor in the next ProcessorInstance.IRealtime.Update. |
SendMessage | Send a message with a piece of data to be immediately evaluated by the ProcessorInstance.IControl_1.OnMessage. |
Method | Description |
---|---|
CreateManualControlContext | Create a new ControlContext with additional functionality you can drive manually. |
WaitForBuiltInQueueFlush | Forcefully wait for any commands created on builtIn or on any derivative objects to have taken effect. |