Quantcast
Channel: Questions in topic: "native plugin"
Viewing all articles
Browse latest Browse all 376

Read asset file during native audio plugin initialization

$
0
0
How can I read a text file located in the asset folder from within the C++ UnityGetAudioEffectDefinitions callback of a native audio plugin? int UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition*** definitionptr) In C# I can load data like: TextAsset bindata = Resources.Load("Test") as TextAsset; Then I can pass bindata.bytes to the C++ plugin. **But where can I execute that before UnityGetAudioEffectDefinitions gets called?** Can I execute some C# code when the scene (or mixer) is loaded? I know I can use Awake of a MonoBehaviour but as far as I know this is not guaranteed to be executed before UnityGetAudioEffectDefinitions.

Viewing all articles
Browse latest Browse all 376

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>