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Unity Audio Loader

npm openupm License Stand With Ukraine

Async audio loader with two caching layers for Unity.

Features

  • ✔️ Async loading from Web or Local AudioLoader.LoadAudioClip(audioURL);
  • ✔️ Memory and Disk caching - tries to load from memory first, then from disk
  • ✔️ Dedicated thread for disk operations
  • ✔️ Avoids loading same audio multiple times simultaneously, task waits for completion the first and just returns loaded audio if at least one cache layer activated
  • ✔️ Auto set to AudioSource AudioLoader.SetAudioSource(audioURL, audioSource);
  • ✔️ Debug level for logging AudioLoader.settings.debugLevel = DebugLevel.Error;

Usage

In main thread somewhere at start of the project need to call AudioLoader.Init(); once to initialize static properties in right thread. It is required to make in main thread. Then you can use AudioLoader from any thread and any time.

Sample - Loading audio file, set to AudioSource

using Extensions.Unity.AudioLoader;
using Cysharp.Threading.Tasks;

public class AudioLoaderSample : MonoBehaviour
{
    [SerializeField] string audioURL;
    [SerializeField] AudioSource audioSource;

    async void Start()
    {
        // Loading audio file from web, cached for quick load next time
        audioSource.clip = await AudioLoader.LoadAudioClip(audioURL);

        // Same loading with auto set to audio
        await AudioLoader.SetAudioSource(audioURL, audioSource);
    }
}

Sample - Loading audio into multiple Audio components

using Extensions.Unity.AudioLoader;
using Cysharp.Threading.Tasks;

public class AudioLoaderSample : MonoBehaviour
{
    [SerializeField] string audioURL;
    [SerializeField] AudioSource audioSource1;
    [SerializeField] AudioSource audioSource2;

    void Start()
    {
        // Loading with auto set to audio
        AudioLoader.SetAudioSource(audioURL, audioSource1, audioSource2).Forget();
    }
}

Cache

Cache system based on the two layers. First layer is memory cache, second is disk cache. Each layer could be enabled or disabled. Could be used without caching at all. By default both layers are enabled.

Setup Cache

  • AudioLoader.settings.useMemoryCache = true; default value is true
  • AudioLoader.settings.useDiskCache = true; default value is true

Change disk cache folder:

AudioLoader.settings.diskSaveLocation = Application.persistentDataPath + "/myCustomFolder";

Override Cache

// Override Memory cache for specific audio
AudioLoader.SaveToMemoryCache(url, audioClip);

// Take from Memory cache for specific audio file if exists
AudioLoader.LoadFromMemoryCache(url);

Does Cache contain audio

// Check if any cache contains specific audio file
AudioLoader.CacheContains(url);

// Check if Memory cache contains specific audio file
AudioLoader.MemoryCacheContains(url);

// Check if Memory cache contains specific audio file
AudioLoader.DiskCacheContains(url);

Clear Cache

// Clear memory Memory and Disk cache
AudioLoader.ClearCache();

// Clear only Memory cache for all audio files
AudioLoader.ClearMemoryCache();

// Clear only Memory cache for specific audio file
AudioLoader.ClearMemoryCache(url);

// Clear only Disk cache for all audio files
AudioLoader.ClearDiskCache();

// Clear only Disk cache for specific audio file
AudioLoader.ClearDiskCache(url);

Installation

openupm add extensions.unity.audioloader

About

Asynchronous audio loading from remote or local destination. It has two layers of configurable cache system: RAM and Disk.

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