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Question by headkit · Sep 04, 2010 at 12:01 PM · audioloopsync

Samplesync Audioplayer

Hi there!

Is there a way to play audio files/loops in a way that the parallel played files are in sync down to one sample?

Any known audio engines out there? Thnx!

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Answer by Sren Christiansen · Nov 23, 2010 at 07:18 PM

Sources played in the same frame are synched precisely now (as of Unity 3.0). You can play sources delayed at a sample precise point in the future with .Play(int64 delay), where delay is the delay in samples.

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avatar image headkitgames · Nov 24, 2010 at 11:59 AM 0
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yeah, I know - but thank you! :-)

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Answer by StephanK · Sep 04, 2010 at 12:04 PM

Try fmod. Or wait for Unity3.

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avatar image headkit · Sep 04, 2010 at 12:34 PM 0
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F$$anonymous$$OD is expensive and I found this about Audui in Unity3: #

y chance? #

Ethan Vosburgh said on June 28th, 2010 at 9:46 pm:

Quoting Sren (Audio Engineer at UT) You get sample-precise ti$$anonymous$$g of audiosources in 3.0. All sources .Play(ed) in the same frame will start at the exact same sample-boundary. And a new overloaded version .Play(Int64 delaySamples) is also introduced to time sources precisely over time. (http://blogs.unity3d.com/2010/06/25/unity-3-feature-preview-audio/#comment-15072) but I don't want to wait unil "com$$anonymous$$g soon" will happen - wenever this will be...

avatar image StephanK · Sep 05, 2010 at 12:34 AM 0
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As long as you don't use it commercially fmod is for free.

avatar image headkit · Sep 06, 2010 at 09:15 AM 0
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hm, yea, but i am heading to the app-stores... ;-)

avatar image headkitgames · Oct 20, 2010 at 08:37 AM 0
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o.k. - so here we are with unity3d 3.0!! we are all happy about it. so, how could i play some loops samplesynchronously (is there a word like that?)

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