232 lines
9.3 KiB
Lua
232 lines
9.3 KiB
Lua
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---@meta
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--
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--Provides access to the audio samples generated by Unity objects such as VideoPlayer.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Experimental.Audio.AudioSampleProvider: object
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--
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--Unique identifier for this instance.
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--
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---@source UnityEngine.AudioModule.dll
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---@field id uint
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--
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--Index of the track in the object that created this provider.
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--
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---@source UnityEngine.AudioModule.dll
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---@field trackIndex ushort
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--
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--Object where this provider came from.
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--
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---@source UnityEngine.AudioModule.dll
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---@field owner UnityEngine.Object
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--
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--True if the object is valid.
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--
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---@source UnityEngine.AudioModule.dll
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---@field valid bool
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--
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--The number of audio channels per sample frame.
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--
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---@source UnityEngine.AudioModule.dll
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---@field channelCount ushort
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--
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--The expected playback rate for the sample frames produced by this class.
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--
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---@source UnityEngine.AudioModule.dll
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---@field sampleRate uint
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--
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--The maximum number of sample frames that can be accumulated inside the internal buffer before an overflow event is emitted.
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--
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---@source UnityEngine.AudioModule.dll
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---@field maxSampleFrameCount uint
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--
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--Number of sample frames available for consuming with Experimental.Audio.AudioSampleProvider.ConsumeSampleFrames.
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--
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---@source UnityEngine.AudioModule.dll
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---@field availableSampleFrameCount uint
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--
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--Number of sample frames that can still be written to by the sample producer before overflowing.
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--
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---@source UnityEngine.AudioModule.dll
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---@field freeSampleFrameCount uint
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--
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--Then the free sample count falls below this threshold, the Experimental.Audio.AudioSampleProvider.sampleFramesAvailable event and associated native is emitted.
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--
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---@source UnityEngine.AudioModule.dll
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---@field freeSampleFrameCountLowThreshold uint
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--
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--Enables the Experimental.Audio.AudioSampleProvider.sampleFramesAvailable events.
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--
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---@source UnityEngine.AudioModule.dll
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---@field enableSampleFramesAvailableEvents bool
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--
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--If true, buffers produced by ConsumeSampleFrames will get padded when silence if there are less available than asked for. Otherwise, the extra sample frames in the buffer will be left unchanged.
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--
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---@source UnityEngine.AudioModule.dll
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---@field enableSilencePadding bool
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--
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--Pointer to the native function that provides access to audio sample frames.
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--
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---@source UnityEngine.AudioModule.dll
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---@field consumeSampleFramesNativeFunction UnityEngine.Experimental.Audio.AudioSampleProvider.ConsumeSampleFramesNativeFunction
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---@source UnityEngine.AudioModule.dll
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---@field sampleFramesAvailable UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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---@source UnityEngine.AudioModule.dll
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---@field sampleFramesOverflow UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Experimental.Audio.AudioSampleProvider = {}
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--
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--Release internal resources. Inherited from IDisposable.
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--
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---@source UnityEngine.AudioModule.dll
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.Dispose() end
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---@source UnityEngine.AudioModule.dll
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---@param sampleFrames Unity.Collections.NativeArray<float>
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---@return UInt32
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.ConsumeSampleFrames(sampleFrames) end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.add_sampleFramesAvailable(value) end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.remove_sampleFramesAvailable(value) end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.add_sampleFramesOverflow(value) end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesHandler
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.remove_sampleFramesOverflow(value) end
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---@source UnityEngine.AudioModule.dll
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---@param handler UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesEventNativeFunction
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---@param userData System.IntPtr
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.SetSampleFramesAvailableNativeHandler(handler, userData) end
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--
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--Clear the native handler set with Experimental.Audio.AudioSampleProvider.SetSampleFramesAvailableNativeHandler.
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--
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---@source UnityEngine.AudioModule.dll
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.ClearSampleFramesAvailableNativeHandler() end
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---@source UnityEngine.AudioModule.dll
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---@param handler UnityEngine.Experimental.Audio.AudioSampleProvider.SampleFramesEventNativeFunction
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---@param userData System.IntPtr
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.SetSampleFramesOverflowNativeHandler(handler, userData) end
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--
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--Clear the native handler set with Experimental.Audio.AudioSampleProvider.SetSampleFramesOverflowNativeHandler.
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--
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---@source UnityEngine.AudioModule.dll
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function CS.UnityEngine.Experimental.Audio.AudioSampleProvider.ClearSampleFramesOverflowNativeHandler() end
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--
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--Type that represents the native function pointer for consuming sample frames.
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--
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--```plaintext
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--Params: providerId - Id of the provider. See Experimental.Audio.AudioSampleProvider.id.
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-- interleavedSampleFrames - Pointer to the sample frames buffer to fill. The actual C type is float*.
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-- sampleFrameCount - Number of sample frames that can be written into interleavedSampleFrames.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Experimental.Audio.ConsumeSampleFramesNativeFunction: System.MulticastDelegate
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Experimental.Audio.ConsumeSampleFramesNativeFunction = {}
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---@source UnityEngine.AudioModule.dll
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---@param providerId uint
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---@param interleavedSampleFrames System.IntPtr
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---@param sampleFrameCount uint
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---@return UInt32
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function CS.UnityEngine.Experimental.Audio.ConsumeSampleFramesNativeFunction.Invoke(providerId, interleavedSampleFrames, sampleFrameCount) end
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---@source UnityEngine.AudioModule.dll
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---@param providerId uint
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---@param interleavedSampleFrames System.IntPtr
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---@param sampleFrameCount uint
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---@param callback System.AsyncCallback
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---@param object object
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---@return IAsyncResult
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function CS.UnityEngine.Experimental.Audio.ConsumeSampleFramesNativeFunction.BeginInvoke(providerId, interleavedSampleFrames, sampleFrameCount, callback, object) end
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---@source UnityEngine.AudioModule.dll
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---@param result System.IAsyncResult
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---@return UInt32
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function CS.UnityEngine.Experimental.Audio.ConsumeSampleFramesNativeFunction.EndInvoke(result) end
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--
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--Delegate for sample frame events.
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--
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--```plaintext
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--Params: provider - Provider emitting the event.
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-- sampleFrameCount - How many sample frames are available, or were dropped, depending on the event.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Experimental.Audio.SampleFramesHandler: System.MulticastDelegate
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Experimental.Audio.SampleFramesHandler = {}
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---@source UnityEngine.AudioModule.dll
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---@param provider UnityEngine.Experimental.Audio.AudioSampleProvider
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---@param sampleFrameCount uint
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function CS.UnityEngine.Experimental.Audio.SampleFramesHandler.Invoke(provider, sampleFrameCount) end
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---@source UnityEngine.AudioModule.dll
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---@param provider UnityEngine.Experimental.Audio.AudioSampleProvider
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---@param sampleFrameCount uint
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---@param callback System.AsyncCallback
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---@param object object
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---@return IAsyncResult
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function CS.UnityEngine.Experimental.Audio.SampleFramesHandler.BeginInvoke(provider, sampleFrameCount, callback, object) end
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---@source UnityEngine.AudioModule.dll
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---@param result System.IAsyncResult
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function CS.UnityEngine.Experimental.Audio.SampleFramesHandler.EndInvoke(result) end
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--
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--Type that represents the native function pointer for handling sample frame events.
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--
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--```plaintext
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--Params: userData - User data specified when the handler was set. The actual C type is void*.
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-- providerId - Id of the provider. See Experimental.Audio.AudioSampleProvider.id.
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-- sampleFrameCount - Number of sample frames available or overflowed, depending on event type.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Experimental.Audio.SampleFramesEventNativeFunction: System.MulticastDelegate
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Experimental.Audio.SampleFramesEventNativeFunction = {}
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---@source UnityEngine.AudioModule.dll
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---@param userData System.IntPtr
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---@param providerId uint
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---@param sampleFrameCount uint
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function CS.UnityEngine.Experimental.Audio.SampleFramesEventNativeFunction.Invoke(userData, providerId, sampleFrameCount) end
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---@source UnityEngine.AudioModule.dll
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---@param userData System.IntPtr
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---@param providerId uint
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---@param sampleFrameCount uint
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---@param callback System.AsyncCallback
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---@param object object
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---@return IAsyncResult
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function CS.UnityEngine.Experimental.Audio.SampleFramesEventNativeFunction.BeginInvoke(userData, providerId, sampleFrameCount, callback, object) end
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---@source UnityEngine.AudioModule.dll
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---@param result System.IAsyncResult
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function CS.UnityEngine.Experimental.Audio.SampleFramesEventNativeFunction.EndInvoke(result) end
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