Man, I wish I was 20 years younger. It's not going to stop me from being involved, but...I'm almost 64.
@cywu20915 жыл бұрын
In China we have this saying "Man's will does not depend on the number of his age". Just get involved, and don't worry about your age!
@ClydeCoulter5 жыл бұрын
@@cywu2091 , I am learning. I've written 2 games now, using 2018.1 and 2018.2, next up is ECS.
@andrew.r.lukasik3 жыл бұрын
That was both super interesting and inspiring, made me appreciate 3d audio systems like nothing else so far.
@SkyIsTumbling5 жыл бұрын
I always wanted to try and replicate Half-Life's DSP effects in other engines, hopefully unity can perform the same.
@szfpro4 жыл бұрын
It’s going to have been almost 2 years since this talk and there is practically ZERO comprehensive guideline or tutorial on how to use this
@deusxyz4 жыл бұрын
Theres examples now. Check out the forums on how to install. But your right there hasn't been a new build since December and hasn't been much progress on it.
@soundcheckpro_app4 жыл бұрын
Is it even reliable for deployment?
@deusxyz4 жыл бұрын
@@soundcheckpro_app No, still severely under developed.
@deusxyz4 жыл бұрын
Is there anyway to put the audio straight from a job to the audio kernel, without say converting it to an audio clip?
@boggo38484 жыл бұрын
I think so, you can just use a callback to fill out buffers. You can do that already in Unity though using OnAudioFilterRead.
@deusxyz4 жыл бұрын
@@boggo3848 So theres no performance difference between the new and old systems for pushing generated audio data? :)
@boggo38484 жыл бұрын
@@deusxyz There is, the new system is supposedly up to 1000x faster.
@deusxyz4 жыл бұрын
@@boggo3848 Well it can't be faster if I can't use it! I've read through all the samples and I couldn't find out how I can input data into it. They input audio clips. I believe the functionality is hidden in c++ for inputting raw data. Sure I could use jobs and then component systems to pump out alot of audio clips. But it doesn't seem very efficient to pass that into a DSP graph. The graphics pipelines are sooo much more flexible and powerful for procedural generation. I've been through version 0.11 DSPGraph samples~ and some of the gits people have shared~