ControlContext
struct in
UnityEngine.Audio
Implements interfaces:IContext
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Description
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.
Static Properties
| Property |
Description |
| builtIn |
The default provided ControlContext
which is used and updated in tandem with Unity's built-in audio system.
|
Public Methods
| Method |
Description |
| AllocateGenerator |
Allocate a GeneratorInstance with the specified realtime and control state.
|
| AllocateRootOutput |
Allocate a RootOutputInstance with the specified processor and control state.
|
| Configure |
Manually configure this GeneratorInstance with the given .
|
| Destroy |
Destroy a GeneratorInstance previously allocated with ControlContext.AllocateGenerator.
|
| Exists |
Test whether is valid and belongs to this ControlContext.
|
| 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.
|
| SendMessage |
Send a message with a piece of data to be immediately evaluated by the ProcessorInstance.IControl_1.OnMessage.
|
| Update |
Manually update this GeneratorInstance.
|
Static Methods
| 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.
|