A ProcessorInstance that generates audio data.
A GeneratorInstance can be defined through implementing the GeneratorInstance<T0> and
IRealtime interfaces, which defines the control and real-time thread behaviour respectively.
To use a generator in a scene, for example with an AudioSource, it must have an associated
IAudioGenerator that will instantiate it.
In the Unity Audio system they are used with an AudioSource by setting the AudioSource._generator
property to the associated IAudioGenerator.
It is also possible to create your own generators through code using a ControlContext.
Interacting with an instantiated generator depends on the ownership of the GeneratorInstance:
If the generator has been created from an AudioSource, you would interact with it
through the instance obtained from AudioSource._generatorInstance.
using Unity.Burst; using Unity.IntegerTime; using UnityEngine; using UnityEngine.Audio; using static UnityEngine.Audio.ProcessorInstance;
[BurstCompile(CompileSynchronously = true)] public struct SineProcessor : GeneratorInstance.IRealtime { private const float k_Tau = Mathf.PI * 2; private float m_Frequency; private float m_Phase;
public static GeneratorInstance Allocate(ControlContext context, float frequency) { return context.AllocateGenerator(new SineProcessor(frequency), new Control()); }
public bool isFinite => false; public bool isRealtime => true; public DiscreteTime? length => null;
private GeneratorInstance.Setup m_Setup;
SineProcessor(float initialFrequency) { m_Frequency = initialFrequency; m_Phase = 0.0f; m_Setup = new GeneratorInstance.Setup(); }
public void Update(UpdatedDataContext context, Pipe pipe) { foreach (var data in pipe.GetAvailableData(context)) { if (data.TryGetData(out FrequencyData freq)) { m_Frequency = freq.Value; } } }
public GeneratorInstance.Result Process(in RealtimeContext ctx, Pipe pipe, ChannelBuffer buffer, GeneratorInstance.Arguments args) { for (var frame = 0; frame < buffer.frameCount; frame++) { for (var channel = 0; channel < buffer.channelCount; channel++) buffer[channel, frame] = Mathf.Sin(m_Phase * k_Tau);
m_Phase += m_Frequency / m_Setup.sampleRate;
if (m_Phase > 1.0f) m_Phase -= 1.0f; }
return buffer.frameCount; }
struct Control : GeneratorInstance.IControl<SineProcessor> { public void Configure(ControlContext context, ref SineProcessor generator, in AudioFormat format, out GeneratorInstance.Setup setup, ref GeneratorInstance.Properties p) { generator.m_Setup = new GeneratorInstance.Setup(speakerMode: AudioSpeakerMode.Mono, sampleRate: format.sampleRate); setup = generator.m_Setup; }
public void Dispose(ControlContext context, ref SineProcessor processor) { }
public void Update(ControlContext context, Pipe pipe) { }
public ProcessorInstance.Response OnMessage(ControlContext context, Pipe pipe, Message message) { return ProcessorInstance.Response.Unhandled; } }
public struct FrequencyData { public readonly float Value; public FrequencyData(float value) { Value = value; } } }
| Method | Description |
|---|---|
| Equals | Checks if this instance equals another. |
| GetHashCode | Retrieves a hash code based on this instance. |
| Operator | Description |
|---|---|
| operator != | Checks if two instances are not equal. |
| operator == | Checks if two instances are equal. |
| ProcessorInstance | Convert this GeneratorInstance to its more general ProcessorInstance representation. |