I’m putting this in Unity 5 because I assume that’s where the feature would be added.
Anyway, it would be great if we could have OnAudioFilterRead or some equivalent version receive audio data before it is spatialized - that is, basically getting the raw audio clip data before it’s routed through the rest of the audio system.
A good use case for this is using the audio channels to store different variations of a sound with different effects applied. For example, many Source engine games store the near version of a sound in the left channel and the far version of that sound in the right channel. Then, when these are mixed down to mono at runtime, it changes the blend between left/right depending on the sound’s distance to the camera.
At the moment, as far as I can tell, this isn’t really possible with the current OnAudioFilterRead.
Some sort of OnAudioClipDataRead callback would be fantastic for implementing custom workflows and neat tricks as mentioned, so that we can get the best out of our game audio.