![]() ![]() You can see how DSP capture effect is used currently in AudioStreamBase (the stream decoded by FMOD is captured and prepared for an AudioSource) - you can basically copy this only you'd have to do channels deinterlacing if you want to split 16ch media You will have to play 16ch media through FMOD directly (see MediaSourcePlaybackDemo)īut currently there's no implemented way of playing these back through Unity audio too - the way it can be done is creating DSP capture effect to capture FMOD's output, deinterlace channels and feed each to each respective AudioSource - either via PCM or OnAudioFilterRead callback/s. I got previously into a state where I had only Multi-Output w/ Soundflower subdevice and everything worked, but apparently no longerĪnyway, it's slightly messy, maybe better option is to indeed use something like Ĭlick to expand.Hey thanks for using it! What is going on I think is there has to be a capture interface to record from in the first place (that's what only Aggregate device allows) and have Soundflower's buffers to be fed with actual audio via Multi-Output (so Soundflower can internally fill them) Multi-Output device has to be used for system output and also have Soundflower(2ch) as its subdevice what seems to be working is you have to have also Aggregate device created - which contains system audio output you want to be playback to be on and Soundflower (2ch) subdevices - and use _that_ for system input ![]() ![]() Addition to the above :Īfter further playing with this it looks like AudioMIDI Setup doesn't behave entirely consistently - I was able to get specific Soundflower(2ch) interface before, but no longer ^-^ ![]()
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