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Class NativeAudioAnalyzer

The game object with this component is able to test native audio over several frames.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NativeAudioAnalyzer
Namespace: 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()
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A Unity plugin by 5argon from Exceed7 Experiments. Problems/suggestions/contact : 5argon@exceed7.com Discord Unity Forum