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Question by yaotaonb123 · Jun 23, 2017 at 07:45 AM · audioapic++

Unity Audio Engine API

Hi Everyone,

I'm a audio programming student and current working on a DJ game in Unity. I used CsoundUnity for the beat matching part but there are tons of problems with Csound. Here's the thing, if you are also a audio programmer you must know that beat matching is all about time scaling (either use a phase vocoding or granular process), so the process must happens in the middle after AudioClip of the AudioSource starts feeding buffers and before the AudioSource component output, which means using C++ to build the Unity audio native plug-in for this type of process won't work (the native plug-ins happens even after the audio mixer attenuation module!)

So is that possible to get access to the AudioClip of and Audio Source component and manipulate the audio buffers/signal from it, adding our external C++ DSP codes before it outputs back to the output component of the AudioSource? Do we have to or can we get access to the original C++ Unity audio engine codes to achieve this process?

To make the question clear, I shall draw a chart of signal flow:

Native Audio Plug-in: AudioClip -> AudioSourceOutput -> AudioMixerAttenuationFader ->OurCustomNativePlugIn -> Master

What I might have to do: AudioClip -> DSP process happens here -> AudioSourceOutput -> AudioMixerAttenuationFader -> Master

But feel free to correct me since I'm a new bee, it would be awesome if someone in the Unity audio team who build the engine can answer me.

Thanks!

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