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WWW.LoadFromCacheOrDownload and AudioClip with threeD and stream config
hi,
how to set the threed and stream flag of an audioclip, after downloading as assetbundle? am i missing something?
feel free to use the urls below, for own testing, if you like.
a) this works, but only if you don't need threed and stream ("stream from disc")
WWW www = WWW.LoadFromCacheOrDownload("http://btxsqdr.com/apeunit/cello1.unity3d", 1); yield return www;
AssetBundle bundle = www.assetBundle;
AssetBundleRequest request = bundle.LoadAsync("Cello 1-DUPL_33.V4", typeof(AudioClip)); yield return request;
AudioClip clip = (AudioClip) request.asset;
bundle.Unload(false);
AudioSource audioSource = GameObject.Find("Cello1").AddComponent<AudioSource>();
audioSource.clip = clip;
audioSource.Play();
b) this doesn't work ("Cannot set data on streamed sample (Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/Audio/AudioClip.cpp Line: 330)")
WWW www = WWW.LoadFromCacheOrDownload("http://btxsqdr.com/apeunit/cello1.unity3d", 1); yield return www;
AssetBundle bundle = www.assetBundle;
AssetBundleRequest request = bundle.LoadAsync("Cello 1-DUPL_33.V4", typeof(AudioClip)); yield return request;
AudioClip sourceClip = (AudioClip) request.asset;
float[] samples = new float[sourceClip.samples * sourceClip.channels];
sourceClip.GetData(samples, 0);
AudioClip targetClip = AudioClip.Create("cello1", sourceClip.samples, sourceClip.channels, sourceClip.frequency, true, true);
targetClip.SetData(samples, 0);
AudioSource audioSource = GameObject.Find("Cello1").AddComponent<AudioSource>();
audioSource.clip = targetClip;
audioSource.Play();
bundle.Unload(false);
i need the threed and stream flags to be set, in order to play 20+ long audio files in 3d.
yes, it works if you put just all files in the project folder as assets. but this is what i'm trying to avoid, due to the audio file size.
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