The asset can help you with streaming from any connected system device (microphones, Line-In inputs, loopback interfaces, including ASIO on Windows..) and decoding audio files and streams from local file system and network
As new feature it supports multiple audio listeners in scene (based on Resonance spatialization, see below and online docs for details)
Please be aware that somehow advanced knowledge of Unity audio is required and is not aimed at novice users in general.
Please download demo builds from the following links to test all functionality first - they contain testing scenes for all included components; most of the scenes allow custom parameters such as filepath/urls to be set in order to test with your audio assets (on Windows ASIO support can be enabled, see online docs link below for details on how to configure the driver in order to work with the demo):
Demo builds for v 3.5
Windows x64 | macOS Universal* | Android** | Linux x64**
(* On macOS please allow running applications from unverified developers in System Preferences, and Allow the app to run, or alternatively codesign downloaded app on newer macOS(s): run
xattr -d com.apple.quarantine AudioStreamDemo.app
codesign --deep -s - -f AudioStreamDemo.app
chmod +x AudioStreamDemo.app/Contents/MacOS/AudioStreamDemo
in the folder where it was downloaded - Unity ad-hoc builds might require this)
(** not all features supported on Android and Linux in the demo
Support forum is here, but please read below first
current documentation is also available here
Please read included !!README1ST!! INITIAL IMPORT ERRORS.txt after importing the package for the first time which explains how to properly install and setup FMOD for Unity
AudioStream can stream and play from:
* internet radios M3U/8 and PLS playlists (+)
* audio files hosted on the internet/cloud such as podcasts
* local audio files on a regular filesystem (according to platform)
* non realtime and realtime streams from network / filesystem with caching for later usage, realtime streams can optionally play back while downloading
* memory locations containing encoded audio
* any connected input audio device (Microphone, Line-In inputs) including multichannel ones
* has broader HW support than Unity's Microphone class
* ASIO driver enabled devices on Windows
* non default devices on iOS, such as AirPods
* any input/microphone directly into spatialized Resonance AudioSource
Additionally it can
- save content streamed from network into local disk cache for offline playback
- stream/push any of the above into connected Icecast mountpoint
- stream between two LAN instances either Opus encoded audio up to two channels, or uncompressed AudioSource/AudioListener PCM audio
- play/redirect common Unity AudioSource to other than default system output, targeting specific channel/s/speakers
- play FMOD sounds directly on specified output and its channels/speakers using customized mix matrix
[FMOD sounds means audio files in all formats supported by FMOD, including multichannel ones above 8 channels which Unity currently can't import - either from local disk or from network URI, using FMOD networking only (i.e. no HTTPS)]
- redirect Unity MixerGroup to other than default system output with reasonable latency (++)
- has network proxy support via UnityWebRequest
Unity and other assets compatibility:
- compatible with all other audio packages when using AudioSource enabled, and networked components
- corresponding AudioSource can be used as usual including Unity spatialization, effecting and mixer routing - this means it can be used as AudioSource for e.g. Resonance/Oculus/Steam spatialization plugins, or any Unity Mixer in general (+++)
- fully IL2CPP compatible including standalones (Unity 2018.1 and up)
- has no PM dependencies on other optional Unity packages, not even builtin UGUI or TextMeshPro
- please be aware that the asset does not support WebGL
Included Documentation contains comprehensive install and usage guides such as
Description sourced from the Unity Asset Store listing.