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Question by biowolves · May 20, 2016 at 02:05 PM · audioclipstreamingstream

audioclip stream has delay

Hi, I have set up a audiosource playing a streamed audioclip which is being set using the PCMReaderCallback. It is playing the audio correctly except from it having a 1 second delay. I have it being created with the following parameters UnityEngine.AudioClip.Create("NAME",11025,1,11025,true,OnReaderCallback);

I have tried increasing and decreasing the "lenghtSamples" but it seams to have had no effect.

I am setting the data to values stored in a buffer which are used as soon as they are available in OnReaderCallback.

Can someone please tell me if I am missing something which is causing the delay or if it is just the buffer is a second behind the source?

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avatar image FortisVenaliter · May 20, 2016 at 06:33 PM 0
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I'm pretty sure that's just a standard drawback of using strea$$anonymous$$g audio.

avatar image Nerevar · Jun 09, 2016 at 12:33 PM 0
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You mean you have a delay the first time you play the audio then it is smooth? or between every call back there is a blank of 1 second?

Could be helpful to see the operations you do in your callback.

Edit : I already used the strea$$anonymous$$g for a research project I don't remember having any delay. The maximum delay should be the length of the sample you generate every call back.

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Answer by rmadatqm · Jun 09, 2016 at 02:37 PM

The lag is introduced during the start, then everything will be 1 second delay, but the sound is smooth

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avatar image thelghome · Oct 19, 2019 at 06:54 PM 0
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Is there any alternative for strea$$anonymous$$g playback without 1 sec delay?

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