Comments (1)
You can't implement the audio capability in such a way. You should buffer the incoming data and stream it to the audio device. You'll get noise if the buffer is too short, but it introduces latency when it's too long. It's pretty hard to determine the proper balance. You'll also consider the audio buffer size in Unity and the device driver (OS). That's why I haven't implemented it.
Please refer the following thread for further discussion: #17
from klakndi.
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