@r618 I seem to be running into issues getting this to work in a WebGL build. This works fine in playmode in the editor but not when built and run through a browser. Any idea as to what might be causing the issue? Audio plays fine in the build using a normal audioclip. The console logs just have a âWaiting for response headersâ spamming the log after playing
I should have emphasized this more, but it is mentioned on the store page - in technical details: // note: since UnityWebRequest doesnât currently support WebGL in a way which would enable incremental delivery of compressed audio data, this platform is currently not supported. Otherwise the asset should run on any platform which has System.Threading namespace available.
Iâll make sure to update the store description to make this more visible
/ technically AudioClips can be created at runtime on WebGL, only this needs to be updating them continuously via UnityWebRequest - which doesnât work there /
Hi, could you please post a sample script demonstrating how / where to add an fft output filter (for visualization). Not using Unityâs audio, so this is through FMODâŚ
I try to use the example but âbus:/â canât be found:
If it matters, the goal is to be able to play on iOS and android from a network stream, be able to play in the background (bypass Unity audio), and when the app is active, send fft data to the music visualizer.
improved handling of decoder thread when stopping/destroying
MPEG decoder: fixed incorrect state for certain MPEG files and updated used NLayer library build
(FWIW although this MPEG decoder now works (much) better, it still canât parse some files/stream which e.g. AudioStream can - we canât have all things)
Hello. Weâve purchased the asset and it was working great until we updated the project to Unity 2022 LTS. The issue only happens on iOS. It can be reproduced in the demo scene as well. When you minimize the app and open it again (without killing it), the rendering stops working. Even though the FPS rate stays the same and time scale stays 1. It happens as in our project, so as in a clean project. We tried both AudioStreamIce and Audio Stream PCM. They work the same now.
Could you, please, help us out?
unity - 2022.3.37f1
xcode - 15.4
mac os - Sonoma 14.3.1
iphone 12 pro max - 17.5.1
Hi, what do you mean by clean project please ?
Can you reproduce this with clean Unity project - as in no assets used, just empty project + scene + one script
(e.g. something like
void OnGUI()
{
GUILayout.Button("Click Test");
)
)
I would like to rule out any current Unity bug/s, if any
/ â I would do this myself first anyway, but am in the middle of some betas so it would be maybe faster - thanks !
@denischernitsyn please replace UnityBatchPlayerLoop();
with UnityPlayerLoop();
in AudioStreamIceAppController.mm, line ~134 ( in AudioStreamIce/Plugins/iOS folder )
itâs a not really nice hack for now, but it works for these specific Unity versions
Unity will have to fix the intended call (UnityBatchPlayerLoop()) at some point
Thanks very much for the report; lmk if the fix worked