Unity-Technologies / NativeAudioPlugins

MIT License
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how to use it? any tutorial? #10

Closed pokjnb closed 6 months ago

pokjnb commented 2 years ago

I guess this SDK can be import as C++ dll in C# script? like Dllimport[...], or add dll in plugin folder? but this repo is like a project? how to install this SDK? download this repo and copy to unity projects? don't get it..

basic question, hope get the answer...

AlexxUnity commented 8 months ago

Hey @pokjnb, first sorry for the very late response. We have some docs over here

Basically the easiest way to get going with the example plugins provided here is to clone the repo, open up one of the projects (VisualStudio or Xcode in the NativeCode folder) and build. You then import the build lib into the unity plugin folder and you should see the list of demo plugins when adding effects to the AudioMixer.

Hope this helps.

tastez commented 6 months ago

Hi - is there a list of what export targets are supported and why? For example I assume WEBGL is NOT supported but i would like to know why.

AlexxUnity commented 6 months ago

Hey @tastez , Every build target should be supported. With the exception of webgl, which you already pointed out. I will make a ticket for us to look at explicitly stating this in the Native Audio Plugin docs somewhere.

As for why no webgl support https://docs.unity3d.com/6000.0/Documentation/Manual/webgl-audio.html. Basically we can not use our internal audio engine (FMOD) on the web without serious work, which sadly the team does not have much bandwidth for at the moment. So we instead hand off the audio graph to the browser. This comes with the downside that lots of audio features are not possible.

hope this helps!

AlexxUnity commented 6 months ago

@pokjnb I am going to close this now, if you have more questions just open another issue or ask away on the forums https://forum.unity.com/forums/audio-video.74/