Description
ILckAudioSource
defines the contract for custom audio sources in LCK.
As of v1.2.0, developers can implement this interface to manually provide game audio to LCK. This is useful when integrating with third-party audio middleware (such as FMOD or Wwise) or when Unity’s built-in audio pipeline does not represent the full mix you want to capture.
Microphone audio is still collected separately by LCK and is not replaced by custom sources.
Supplying Custom Audio
When implementingILckAudioSource
, keep the following requirements in mind:
- Audio format: stereo, interleaved floats, 48 kHz sample rate
- Placement: attach your component next to either:
- A Unity
AudioListener
, or - An
LckAudioMarker
- A Unity
- Examples: see built-in implementations such as:
LckAudioListener
- FMOD variant
- Wwise variant
Usage
Example: Supplying Audio from a Custom Source
AudioListener
or LckAudioMarker
to begin supplying custom game audio.
References
Methods
Method | Returns | Description |
---|---|---|
GetAudioData(AudioDataCallbackDelegate callback) | void | Called by LCK to request audio data. Supply an AudioBuffer with interleaved stereo float samples at 48kHz. |
EnableCapture() | void | Activates audio capture for this source. |
DisableCapture() | void | Deactivates audio capture for this source. |
IsCapturing() | bool | Returns whether this audio source is currently supplying audio data. |