Audio/Video Public Roadmap - Call for Feedback

Hi @KalUnity3D @SeventhString

Any news on the Byte[ ]AudioClip feature please?

Exciting news! Unity has launched a public roadmap for audio, video, and media features, and we want you to be a part of it. We’re eager to share what we’re working on and hear your thoughts on future audio workflows.

As we continue to enhance our media architecture, we’re keen to learn about your experiences with current trends, new hardware advancements in spatial audio, and the tools you rely on.

We need your insights to understand the challenges you face in your workflows, how you integrate other tools to achieve your objectives, and what improvements you’d like to see in the Unity editor.

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Will the new Audio Workflows be compatible with ECS (Bursted, Multithreaded)?

I just checked out the roadmap.
I don’t see DSPGraph and ECS related stuff (shown in MegaCity 2019).
I was really hoping to get an improved audio system that is component based and can get custom flexible flows just like VFXGraph and ShaderGraph work, to get more efficient audio flows by removing unused parts of an AudioSource, and the ability to add processing components more easily and with visual clarity (as opposed to mixing monobehaviour scripts that are on the audiosource prefab that don’t have OnAudioFilterRead features).

The OnAudioFilterRead is easy to work with, but it’s not available with AudioMixer where complex plugin creation is necessary, and variable manipulation is very inconsistent with the rest of Unity (manually exposing variables with a string access, as opposed to how Particle or Renderer components work)

Is there any plans to resume work on that?

Hey @danielperry , I appreciate the ask! I know we owe an update on the roadmap in general.

We are working with the team to identify the best way forward with graph based tooling for audio. All I can say for now is that improvements/features are being developed internally, but we must work out the best plan to get this out to a smaller cohort of users for battle testing, and include plans for how we get this out.

We are in the early stages of that planning so I can’t prematurely share more than that unfortunately.

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I second seamless video looping of Video player! There are so many VR 360 video applications that this would benefit - in particular corporate/medical training in VR is big, as well as entertainment, relaxation and documentary use cases

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It would, but we’d probably still end up using WWise or FMod as, well, Unity’s track record on building stuff that actually works in production is spotty at best.
But who knows, would be nice to not having to spend 5K on FMod / WWise for every project.

I have just given up on using Wwise, we make boutique AR/XR apps and isn’t really justifying the complexity of the Unity integration, running into bugs with addressables and plugins across mobile devices. So I’ll to have to build some tools myself.

One feature that would nice to have out of the box would be editing audio clip start and looping crossfade points.

Being involved with new immersive media formats, I am looking forward to Spatial Audio improvements!