AudioStream - {local|remote media} → AudioSource|AudioMixer → {outputs}

btw the asset works with recently released FMOD 2.03 - with some (very) minor code adjustments
since 2.03 is early access, this will still take some time until there’s official ‘unity verified’ version available

but due to needed code changes - however small - this will also mean that it will yet again be not compatible with previous (pre 2.03) versions of FMOD once it’s out (…)

Hello, I am experiencing cracking/popping sound when running the OutputDevce demos (both the unity audioSource and the audioStream demos) on a M1 Apple laptop. There are times that it runs smoothly without popping too. I wonder what’s a potential reason for it? And if running it with a Windows laptop might help?

you’re right, I’ll try to correct this - allow couple of days at least now

  • although windows build works this should be fixable nevertheless - will post an update

pushed small update w/ fix for this:

3.4.1 032024 dogs form packs
Q fix:
AudioSourceOutputDevice: fixed sound buffer when driver and sw rate of output differ

demos should be already updated
TT~!

Is there anyway to enable ASIO loopback on the SteamingInput script?

well, it depends how your ASIO driver is configured, for example:
9827577--1412994--upload_2024-5-11_0-10-39.png

you can pick at most 1 input (and 1 output) for virtually any ASIO config(s) I tried, so including loopback as separate option for ASIO driver didn’t make much sense (if that makes sense…)

(you should be able to disable the check relatively easily, too - look for DevicesConfiguration.Instance.ASIO in demo scene(s) and just disable/comment it out - but unless you find some ASIO driver/config which actually allows for more than 1 device usage there’s no much gain in doing this…)

lmk if this helps !

I will try to put the asset on sale which should take place sometime in June
Watch this space if you’re interested ~~

Hi everyone,

I’m currently working on a project where I need to send audio to multiple output devices, with different audio streams per device. I’m considering using the AudioStream plugin for this purpose.

My question is: Do I need to have FMOD installed to run the AudioStream plugin, or can it function independently without FMOD?

Any insights or experiences with this setup would be greatly appreciated!

Thanks in advance!

hi, it needs ‘FMOD for Unity’ (not only for this) - see https://assetstore.unity.com/packages/tools/audio/fmod-for-unity-161631 or https://www.fmod.com/download#fmodforunity (though you need fmod website account there)
/ this (the whole asset) is independent of whatever is installed on the machine otherwise - it’s a Unity package -
I also recommend running demo app which is self-contained - there’s no need to install anything else for it to run… and has all scenes/components present in the asset~~

It appears the ~two weeks long June sale is on - the asset is ~50% off - and it should last until June 26, 8am PT

submitted 3.4.2 F16

Updates/fixes:

  • AudioStreamRuntimeImport, AudioStreamMemory:

  • removed heuristic which was detecting 0 filled frames
    / this was a woarkaround for FMOD bug for some mp3 (probably) files which decode to double length with 2nd half silent
    / these files cause FMOD behave this way even with its “play_sound” native example
    / please file a bug report to FMOD if you encounter this / reencode file if possible

  • AudioStreamRuntimeImportDemo, AudioStreamMemoryDemo:

  • fixed messaging/events to properly display decoding + AudioClip creation

  • for downloads increased Blockalign Download Multiplier for better comapitiliby with some files

  • tested w/ FMOD 2.02.22

This mainly removes the workaround of FMOD bug with certain mp3 (I think) files
It’s really wrong and futile to fight this on this level ( meaning based on final decoded samples ), please if you encounter a file which decodes into double length with 2nd half silent, rather file a report with FMOD - this shoudl be fixed on decoder level - as mentioned above last time I’ve tried even their SDK sample produced decoding like this

Hi, just stumbled across your streaming plugin. Can it stream multichannel audio as well? I need to map several inputs onto objects to spatialize it. Any chance this would work with your plugin?

unity supports up to 8 channels audio (except inputs - this might have changed since unknown to me precise recent version), FMOD should support up to max 32 channels
I heavily recommend running demo app (download links are on the store page) and its scenes - i’m not entirely sure your described case is currently fully covered since i don’t fully get your question

Thanks @r618 .
What I need to do is to map each input of the device to a different object in the scene to spatialize it.

so this would be my audio signalflow → Multichannel source (each channel for another object in the scene) → AudioStream → Unity → atmokey for spatialization → from main listen output to main out

Hey, so I installed FMOD for Unity, but now it somehow blocks the atmoky spatializer and the whole use case is broken. I tried reinstalling but won’t help.

have you run ‘AudioStreamInputChannelsSeparationDemo’ scene in ‘Separating input and output channels’ section of the demo ?
it plays each individual channel of an input on its own GameObject in the scene; GameObjects’ AudioSources are spatialized using Unity spatializer (read the description there)
the only other audio spatialization method included in the asset - FMOD provided Resonance - is currently not supported for this case

for FMOD for Unity package questions seek their more appropriate official channels thanks !

Ok thanks!
So the only spatializer supported is the unity spatializer? And I have to install FMOD for unity to run the channelseparation component. Is that right?

best

in this scene/for this case yes, currently

‘input’ separation needs device/input access - for which FMOD is used so yes
the other two related ‘output’ separation demos/components use only Unity audio API so it’s possible to use them without it, but FMOD is a requirement for importing the whole asset anyway…

Hi,

First time trying to use the plugin.

I want to output the audio to ASIO and at the moment I don’t have the final HW to test it.

In the image is my Audio Mixer setup where all Audio Sources Output goes to the Master group and the Master Group has an “AudioStream ASIO OutputDevice” effect.

I have installed ASIO4ALL and in some other examples (non Audio Mixer) I could see from the system tray that ASIO4ALL was being enabled / disabled accordingly.

But it doesn’t happen with Audio Mixer examples and my setup.

I enabled ASIO in DevicesConfiguration.

Do I need to do anythign else for ASIO to work with Audio Mixer?

Many thanks.