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Question by TheFoundation · Aug 22, 2016 at 04:29 PM · audionative pluginc++

Read asset file during native audio plugin initialization

How can I read a text file located in the asset folder from within the C++ UnityGetAudioEffectDefinitions callback of a native audio plugin?

 int UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition*** definitionptr)

In C# I can load data like:

 TextAsset bindata = Resources.Load("Test") as TextAsset; 

Then I can pass bindata.bytes to the C++ plugin. But where can I execute that before UnityGetAudioEffectDefinitions gets called?

Can I execute some C# code when the scene (or mixer) is loaded? I know I can use Awake of a MonoBehaviour but as far as I know this is not guaranteed to be executed before UnityGetAudioEffectDefinitions.

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