Hi all ![]()
I’m currently having some hard time with server things and UnityWebRequest obfuscated features ![]()
Lemme explain.
In my app i need to play videos and audios files.
Those files are on my server.
Say my video files are 60MB and my audio files are 30MB ( both are pretty big ).
In my app, when using the videoplayer with an URL, everything works like a charm !
I mean:
The app connects right away to the server, launches the load and the vid starts playing almost immediately. If the user decides to skip this video, only the viewed part ( say 1MB ) has been grabbed from the net, and basta !
This is just perfect and exactly what i want !!!
Now i want to play audios JUST LIKE THE SAME WAY !:
The app connects to the server, the server says “yup”, and the play starts immediately.
And here’s my problem !
U3D downloads the entire audio file and only starts to play it at end !
Not saying that 30MB is huge, it is far too big for people who want to skip the playing at 2,5 sec^^
I believe most will consider this absolutely stupid ( that U3D is able to stream videos and not audio ) but am not sure ( i prefer to say, i’m almost sure ) of the server-side limits.
My belief is that apache and other servers are coded to shrink big videos in smaller chunks just to behave in a non-stupid-way but are not coded to do the same with MP3 files wich use to be much smaller…
am i wrong ?
So my question is very simple
and lays in the title:
Though it’s not really streaming ( as streaming streams are virtually infinite ) is there a way in unity to stream audio from a server, just like it is done for videos ?
Thanks a lot for you answers and happy unitying !