config | The new configuration to be used. |
bool True if all settings could be successfully applied.
Changes the device configuration and invokes the AudioSettings.OnAudioConfigurationChanged delegate with the argument deviceWasChanged=false
. There's no guarantee that the exact settings specified are used, but Unity automatically uses the closest match that it supports. Note: This can cause main thread stalls if AudioSettings.Reset
is called when objects are loading asynchronously.
using UnityEngine; using System.Collections;
public class TestAudioConfiguration : MonoBehaviour { void Start() { AudioSettings.OnAudioConfigurationChanged += OnAudioConfigurationChanged; }
void OnAudioConfigurationChanged(bool deviceWasChanged) { Debug.Log(deviceWasChanged ? "Device was changed" : "Reset was called"); if (deviceWasChanged) { AudioConfiguration config = AudioSettings.GetConfiguration(); config.dspBufferSize = 64; AudioSettings.Reset(config); } GetComponent<AudioSource>().Play(); }
static int[] validSpeakerModes = { (int)AudioSpeakerMode.Mono, (int)AudioSpeakerMode.Stereo, (int)AudioSpeakerMode.Quad, (int)AudioSpeakerMode.Surround, (int)AudioSpeakerMode.Mode5point1, (int)AudioSpeakerMode.Mode7point1 };
static int[] validDSPBufferSizes = { 32, 64, 128, 256, 340, 480, 512, 1024, 2048, 4096, 8192 };
static int[] validSampleRates = { 11025, 22050, 44100, 48000, 88200, 96000, };
static int[] validNumRealVoices = { 1, 2, 4, 8, 16, 32, 50, 64, 100, 128, 256, 512, };
static int[] validNumVirtualVoices = { 1, 2, 4, 8, 16, 32, 50, 64, 100, 128, 256, 512, };
int GUIRow(string name, int[] valid, int value, ref bool modified) { GUILayout.BeginHorizontal(); GUILayout.Button(name + "=" + value); for (int i = 0; i < valid.Length; i++) { string s = valid[i].ToString(); if (valid[i] == value) s = "[" + s + "]"; if (GUILayout.Button(s)) { value = valid[i]; modified = true; } } GUILayout.EndHorizontal(); return value; }
void OnGUI() { AudioSource source = GetComponent<AudioSource>(); bool modified = false;
AudioConfiguration config = AudioSettings.GetConfiguration();
config.speakerMode = (AudioSpeakerMode)GUIRow("speakerMode", validSpeakerModes, (int)config.speakerMode, ref modified); config.dspBufferSize = GUIRow("dspBufferSize", validDSPBufferSizes, config.dspBufferSize, ref modified); config.sampleRate = GUIRow("sampleRate", validSampleRates, config.sampleRate, ref modified); config.numRealVoices = GUIRow("RealVoices", validNumRealVoices, config.numRealVoices, ref modified); config.numVirtualVoices = GUIRow("numVirtualVoices", validNumVirtualVoices, config.numVirtualVoices, ref modified);
if (modified) AudioSettings.Reset(config);
if (GUILayout.Button("Start")) source.Play();
if (GUILayout.Button("Stop")) source.Stop(); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.