C# Class GAudio.AGATChunkCopyClientBehaviour

Abstract implementation of IGATChunkCopyClient which provides overridable methods to handle from the main thread reception of audio data copied by the audio thread. Warning: this implementation only requests copies when necessary: not all mixed audio data chunks will be received!
Inheritance: UnityEngine.MonoBehaviour, IGATAudioThreadStreamClient
显示文件 Open project: gregzo/G-Audio

Public Properties

Property Type Description
observeTrack bool
observedAudioStreamComp UnityEngine.Component
observedChannel int

Protected Properties

Property Type Description
_data float[]
_observedStream IGATAudioThreadStream

Public Methods

Method Description
IGATAudioThreadStreamClient ( float data, int offset, bool emptyData, IGATAudioThreadStream stream ) : void

Protected Methods

Method Description
HandleAudioDataUpdate ( ) : void

Called from Update() whenever new data is available.

HandleNoMoreData ( ) : void

Called from Update() when the audio thread has empty data only. Data is not copied to _data.

Start ( ) : void

If overriden in a derived class, base.Start() should be called first

Private Methods

Method Description
Awake ( ) : void
Update ( ) : void
UpdateObservedStream ( ) : void

Method Details

HandleAudioDataUpdate() protected abstract method

Called from Update() whenever new data is available.
protected abstract HandleAudioDataUpdate ( ) : void
return void

HandleNoMoreData() protected abstract method

Called from Update() when the audio thread has empty data only. Data is not copied to _data.
protected abstract HandleNoMoreData ( ) : void
return void

IGATAudioThreadStreamClient() public method

public IGATAudioThreadStreamClient ( float data, int offset, bool emptyData, IGATAudioThreadStream stream ) : void
data float
offset int
emptyData bool
stream IGATAudioThreadStream
return void

Start() protected method

If overriden in a derived class, base.Start() should be called first
protected Start ( ) : void
return void

Property Details

_data protected_oe property

Holds a copy of the last received audio data.
protected float[] _data
return float[]

_observedStream protected_oe property

protected IGATAudioThreadStream _observedStream
return IGATAudioThreadStream

observeTrack public_oe property

Are we observing a player's track?
public bool observeTrack
return bool

observedAudioStreamComp public_oe property

The component that owns the observed audio stream.
public Component,UnityEngine observedAudioStreamComp
return UnityEngine.Component

observedChannel public_oe property

If the observed audio stream is multi channel, which channel should we de-interleave?
public int observedChannel
return int