using System; using System.Diagnostics; using UnityEngine; using VirtualNes.Core; public class AudioProvider : MonoBehaviour { [SerializeField] private AudioSource m_as; private SoundBuffer _buffer = new SoundBuffer(4096); public void Initialize() { var dummy = AudioClip.Create("dummy", 1, 1, AudioSettings.outputSampleRate, false); dummy.SetData(new float[] { 1 }, 0); m_as.clip = dummy; //just to let unity play the audiosource m_as.loop = true; m_as.spatialBlend = 1; m_as.Play(); } void OnAudioFilterRead(float[] data, int channels) { int step = channels; var bufferCount = _buffer.Available(); for (int i = 0; i < data.Length; i += step) { float rawFloat = 0; if (_buffer.TryRead(out byte rawData)) rawFloat = rawData / 255f; data[i] = rawFloat; for (int fill = 1; fill < step; fill++) data[i + fill] = rawFloat; } } public void ProcessSound(NES nes) { nes.apu.Process(_buffer, (uint)(Supporter.Config.sound.nRate * Time.deltaTime)); } }