Sound.UnreadSamples
int UnreadSamples{ get }
Description
This is the maximum number of samples in the sound that are currently available for reading via ReadSamples! ReadSamples will reduce this number by the amount of samples read.
This is only really valid for Stream sounds, all other sound types will just return 0.
Examples
Getting streaming sound intensity
This example shows how to read data from a Sound stream such as the microphone! In this case, we’re just finding the average ‘intensity’ of the audio, and returning it as a value approximately between 0 and 1. Microphone.Start() should be called before this example :)
float[] micBuffer = new float[0];
float micIntensity = 0;
float GetMicIntensity()
{
if (!Microphone.IsRecording) return 0;
// Ensure our buffer of samples is large enough to contain all the
// data the mic has ready for us this frame
if (Microphone.Sound.UnreadSamples > micBuffer.Length)
micBuffer = new float[Microphone.Sound.UnreadSamples];
// Read data from the microphone stream into our buffer, and track
// how much was actually read. Since the mic data collection runs in
// a separate thread, this will often be a little inconsistent. Some
// frames will have nothing ready, and others may have a lot!
int samples = Microphone.Sound.ReadSamples(ref micBuffer);
// This is a cumulative moving average over the last 1000 samples! We
// Abs() the samples since audio waveforms are half negative.
for (int i = 0; i < samples; i++)
micIntensity = (micIntensity*999.0f + Math.Abs(micBuffer[i]))/1000.0f;
return micIntensity;
}
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