Is it possible to modify and AudioClip audio data at runtime in C# code? It would be nice to have Reverb and a few other audio modifiers/filters that can be used without having to go for an external DLL based approach.
There are a few C# ExtractData methods that can access audio data. However, in the C++ version of AudioClip, there are more methods that also seem to update AudioClip data.
Can those be accessed from C# code? Or is there a way to “expose” them to C# code? Or better to go with C++?
And overall, is this a good approach or is there something better?
I don’t think so yet, i’ve looked at float[] audio editing and they have “Procedural audio (eg. via virtual AudioClip asset that accepts custom raw audio buffers)” on the trello under “Always Relevant”
they have “Procedural audio (eg. via virtual AudioClip asset that accepts custom raw audio buffers)” on the trello under “Always Relevant”
Thanks, that’s good to know!
Could keep things “tidy” by not having to rely on an external solution.
In the mean time, there are quite a few audio assets/plug-ins that seem to also accomplish that. Seem to be making progress with one them. So, at least being able to read audio data with Flax Engine code and then passing data to other audio asset for editing and playback seems possible. Will follow up later with results.