


You will learn about "native source" later how to get the fast one and various experiments like, what happen if we request too many. They will sound at slightly different time depending on which one comes first, since native plugin doesn't wait for frame.

They will sound exactly at the same time after passing through latency. You get virtually unlimited concurrent audio. That one native source get the mixed audio bytes.When at the end of frame, Unity will calculate based on fall off, mixer, effects, etc.On AudioSource.Play in C# code, it will wait and collects all these kind of commands until the end of frame.This native source is configured based on unknown algorithm that sometimes results in a slow source.
#Adjust audiospeed unity android
On application start, Unity request 1 "native source" from Android device.Native Audio is a plugin that helps you easily loads and plays an audio using each platform's fastest native method… What is Unity doing Native Audio - Lower audio latency via OS's native audio library. If you have time you can read all of the reason from this front page : Latency! It is quite critical in some kind of games. (Also I hate manually editing HTML for long article with proper code tags and uploading images is a chore so I choose to put it here instead.)īe prepared for an hour-long audio lesson! Android is really complicated! Why skip Unity’s audio? What is the point of Native Audio? I will demystify the “black box” surrounding the Android audio system and analyze why Unity’s way of using it makes your audio latency even higher than the already awful Android latency.Īctually a supplementary documentation for the plugin Native Audio which skips all Unity’s audio system for the best latency, but it should also be useful for anyone who want to know more about the mystery of Android’s audio.
