Class NativeAudioAnalyzer
The game object with this component is able to test native audio over several frames.
Inheritance
System.ObjectUnityEngine.ObjectUnityEngine.ComponentUnityEngine.BehaviourUnityEngine.MonoBehaviourNativeAudioAnalyzerNamespace: E7.Native
Assembly: E7.NativeAudio.dll
Syntax
public class NativeAudioAnalyzer : MonoBehaviour
Fields
allTicks
Declaration
public List<long> allTicks
Field Value
| Type | Description |
|---|---|
System.Collections.Generic.List<System.Int64> |
Properties
AnalysisResult
Access this property after Analyzed property became true.
Declaration
public NativeAudioAnalyzerResult AnalysisResult { get; }
Property Value
| Type | Description |
|---|---|
NativeAudioAnalyzerResult |
Analyzed
You can wait for the result on this. Then after it is done, AnalysisResult
contains the result. If not, that variable is null.
If your game is in a yieldable routine, use yield return new WaitUntil( () => analyzer.Analyzed );
If not, you can do a blocking wait with a while loop on analyzer.Analyzed == false.
Declaration
public bool Analyzed { get; }
Property Value
| Type | Description |
|---|---|
System.Boolean |
Methods
Analyze()
This is already called from SilentAnalyze() But you can do it again if you want, it might return a new result who knows...
You can wait on the public property Analyzed.
If your game is in a yieldable routine, use yield return new WaitUntil( () => analyzer.Analyzed );
If not, you can do a blocking wait with a while loop on analyzer.Analyzed == false.
Declaration
public void Analyze()
Finish()
There is a test game object for running the coroutine on your scene. It does not take anything significant but you can call this to destroy it.
Declaration
public void Finish()