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Radio Streaming Unity 3.5
Hi, i was reading and looking for info about how to reproduce a radio streaming (.mp3) with C#. In this moment i need some help with an issue: The streaming is collected, but is played instantly and just can hear too much noise, then a little piece of the streaming is played and after this: silence. I was trying with corutines but i dont know exactly how to implement it: Here is the Code (WARNING: Working with streamings freezes the Mac/PC, Restart unity needed ):
using UnityEngine;
public class Streaming : MonoBehaviour {
public WWW www;
public string url ;
public float timecount;
public float starttime;
public float finaltime;
public int sec;
public bool flagPrecharged;
// Use this for initialization
void Start ()
{
starttime = Time.time;
url = "http://194.169.201.177:8085/liveM80.mp3";
www = new WWW (url);
audio.clip = www.GetAudioClip (false, true, AudioType.MPEG);
//audio.clip = www.audioClip; // Doesnt work with streamings
}
// Update is called once per frame
void Update ()
{
timecount = Time.time - starttime;
sec = (int)(timecount % 60f);
if (!audio.isPlaying && audio.clip.isReadyToPlay) {
finaltime = Time.time - starttime;
audio.Play ();
Debug.Log ("RUNNING: " + timecount + ", secs: " + sec);
} else {
Debug.Log ("NOT READY: " + "Progress: " + www.progress + ", secs: " + sec);
}
}
}
Thanks in advance,
Answer by DaveA · Nov 20, 2012 at 10:06 PM
If audio is playing, it would output "NOT READY.... " on every frame right? Which also does a stack-dump every frame. I'd get rid of that Debug.Log and see if that helps. Try using a GUIText or something like that to display messages if you need that.
Answer by Checho · Nov 21, 2012 at 04:12 PM
Thanks for the advice. I modified the code and off course I have a different way to debug with the GuiText, but the error is the exactly the same, nothing has changed.
Did you know something related with streaming that maybe I am doing wrong?, thanks
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