├── .gitignore ├── .vscode └── settings.json ├── Assets ├── Button.unity ├── Button.unity.meta ├── HitSoundADPCM.wav ├── HitSoundADPCM.wav.meta ├── HitSoundOGG.wav ├── HitSoundOGG.wav.meta ├── HitSoundPCM.wav ├── HitSoundPCM.wav.meta ├── IosNativeAudio.cs ├── IosNativeAudio.cs.meta ├── NativeTouch.cs ├── NativeTouch.cs.meta ├── Plugins.meta ├── Plugins │ ├── iOS.meta │ └── iOS │ │ ├── IosNativeAudio.h │ │ ├── IosNativeAudio.h.meta │ │ ├── IosNativeAudio.mm │ │ ├── IosNativeAudio.mm.meta │ │ ├── NativeTouchRecognizer.h │ │ ├── NativeTouchRecognizer.h.meta │ │ ├── NativeTouchRecognizer.mm │ │ └── NativeTouchRecognizer.mm.meta ├── StreamingAssets.meta ├── StreamingAssets │ ├── HitSound.wav │ └── HitSound.wav.meta ├── Tester.cs ├── Tester.cs.meta ├── Tester.prefab ├── Tester.prefab.meta ├── TesterVisual.cs ├── TesterVisual.cs.meta ├── TesterVisual.prefab ├── TesterVisual.prefab.meta ├── Visual.unity └── Visual.unity.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md ├── obj └── Debug │ ├── Assembly-CSharp-firstpass.csproj.CoreCompileInputs.cache │ └── Assembly-CSharp.csproj.CoreCompileInputs.cache └── youtube.png /.gitignore: -------------------------------------------------------------------------------- 1 | .DS_Store 2 | Library 3 | Temp 4 | OSXBuild 5 | WindowsBuild 6 | iOSBuild 7 | *.csproj 8 | *.pidb 9 | *.unityproj 10 | *.sln 11 | *.userprefs 12 | *node_modules* 13 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Runtime.InteropServices; 4 | 5 | public class IosNativeAudio { 6 | 7 | /* Interface to native implementation */ 8 | 9 | [DllImport ("__Internal")] 10 | private static extern int _LoadSound(); 11 | 12 | [DllImport ("__Internal")] 13 | private static extern void _PlaySound(); 14 | 15 | [DllImport ("__Internal")] 16 | private static extern int _Test(int a); 17 | 18 | public static void LoadSound() 19 | { 20 | _LoadSound(); 21 | } 22 | 23 | public static void PlaySound() 24 | { 25 | _PlaySound(); 26 | } 27 | 28 | public static int Test(int a) 29 | { 30 | return _Test(a); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/IosNativeAudio.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9430b6e08e9b4757a7a3b93a3abcaa6 3 | timeCreated: 1509303174 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/NativeTouch.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Runtime.InteropServices; 4 | using AOT; 5 | 6 | public class NativeTouch{ 7 | 8 | [DllImport ("__Internal")] 9 | private static extern void _StartNativeTouch(NativeTouchDelegate callback); 10 | 11 | [DllImport ("__Internal")] 12 | private static extern void _StopNativeTouch(); 13 | 14 | public delegate void NativeTouchDelegate(int x, int y, int state); 15 | 16 | [MonoPInvokeCallback(typeof(NativeTouchDelegate))] 17 | public static void NativeTouchCallback(int x, int y, int state) 18 | { 19 | Debug.Log("Unity Received " + x + " " + y + " " + state); 20 | //Debug.Log("Unity Received " + message); 21 | if(state == 0) 22 | //if(message.Split('-')[2] == "0") 23 | { 24 | Tester.Instance.PlaySound(); 25 | } 26 | } 27 | 28 | public static void StartNativeTouch() 29 | { 30 | _StartNativeTouch(NativeTouchCallback); 31 | } 32 | 33 | public static void StopNativeTouch() 34 | { 35 | _StopNativeTouch(); 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/NativeTouch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d511d59ce0ed3450197c59e5fd7ed5bf 3 | timeCreated: 1509303174 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b95809faea141457fbd6104b64c78d10 3 | folderAsset: yes 4 | timeCreated: 1509302859 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 550ca49283ec54910902c7e9209e2d18 3 | folderAsset: yes 4 | timeCreated: 1509302864 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/IosNativeAudio.h: -------------------------------------------------------------------------------- 1 | 2 | #import 3 | 4 | @interface IosNativeAudio : NSObject 5 | { 6 | AVAudioPlayer *_audioPlayer; 7 | SystemSoundID mySound; 8 | } 9 | 10 | - (void)LoadSoundIos; 11 | - (void)PlaySoundIos; 12 | + (IosNativeAudio *)GetInstance; 13 | 14 | @end 15 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/IosNativeAudio.h.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e89846de035374e1ab86e2f5384180d1 3 | timeCreated: 1509302906 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | Any: 15 | second: 16 | enabled: 0 17 | settings: {} 18 | data: 19 | first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | data: 26 | first: 27 | iPhone: iOS 28 | second: 29 | enabled: 1 30 | settings: {} 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/IosNativeAudio.mm: -------------------------------------------------------------------------------- 1 | 2 | #import "IosNativeAudio.h" 3 | 4 | @implementation IosNativeAudio 5 | 6 | static IosNativeAudio* delegateObject; 7 | 8 | - (void)LoadSoundIos { 9 | 10 | // Construct URL to sound file 11 | NSString *path = [NSString stringWithFormat:@"%@/Data/Raw/HitSound.wav", [[NSBundle mainBundle] resourcePath]]; 12 | NSURL *soundUrl = [NSURL fileURLWithPath:path]; 13 | 14 | _audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:soundUrl error:nil]; 15 | AudioServicesCreateSystemSoundID((__bridge CFURLRef)soundUrl, &mySound); 16 | NSLog(@"Load!"); 17 | } 18 | 19 | - (void)PlaySoundIos { 20 | [_audioPlayer stop]; 21 | [_audioPlayer setCurrentTime:0]; 22 | [_audioPlayer play]; 23 | NSLog(@"Play!"); 24 | } 25 | 26 | + (IosNativeAudio*) GetInstance 27 | { 28 | if(delegateObject == nil) 29 | { 30 | delegateObject = [[IosNativeAudio alloc]init]; 31 | } 32 | return delegateObject; 33 | } 34 | 35 | @end 36 | 37 | 38 | 39 | extern "C" { 40 | 41 | int _Test(int a) 42 | { 43 | return a+1; 44 | } 45 | 46 | void _LoadSound() { 47 | delegateObject = [[IosNativeAudio alloc]init]; 48 | [delegateObject LoadSoundIos]; 49 | } 50 | 51 | void _PlaySound() { 52 | [delegateObject PlaySoundIos]; 53 | } 54 | 55 | } 56 | 57 | 58 | 59 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/IosNativeAudio.mm.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0aa498422e0ac4b41817b4a0dc6f5ad4 3 | timeCreated: 1509302906 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | Any: 15 | second: 16 | enabled: 0 17 | settings: {} 18 | data: 19 | first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | data: 26 | first: 27 | iPhone: iOS 28 | second: 29 | enabled: 1 30 | settings: {} 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/NativeTouchRecognizer.h: -------------------------------------------------------------------------------- 1 | // 2 | // NativeTouchRecognizer.h 3 | // Unity-iPhone 4 | // 5 | // Created by Sirawat Pitaksarit on 2017/10/30. 6 | // 7 | 8 | #ifndef NativeTouchRecognizer_h 9 | #define NativeTouchRecognizer_h 10 | 11 | #import 12 | #import 13 | 14 | @interface NativeTouchRecognizer : UIGestureRecognizer 15 | { 16 | 17 | } 18 | 19 | + (void) StartNativeTouch; 20 | + (void) StopNativeTouch; 21 | + (NativeTouchRecognizer*) GetInstance; 22 | 23 | @end 24 | 25 | #endif 26 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/NativeTouchRecognizer.h.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d79ff1858225240029129116bcac28bf 3 | timeCreated: 1509447352 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | Any: 15 | second: 16 | enabled: 0 17 | settings: {} 18 | data: 19 | first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | data: 26 | first: 27 | iPhone: iOS 28 | second: 29 | enabled: 1 30 | settings: {} 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/NativeTouchRecognizer.mm: -------------------------------------------------------------------------------- 1 | // 2 | // NativeTouchRecognizer.m 3 | // Unity-iPhone 4 | // 5 | // Created by Sirawat Pitaksarit on 2017/10/30. 6 | // 7 | #define LOG_TOUCH 8 | #define LOG_UNITY_MESSAGE 9 | 10 | #import "NativeTouchRecognizer.h" 11 | #import "UnityAppController.h" 12 | #import "UnityView.h" 13 | 14 | @implementation NativeTouchRecognizer 15 | 16 | NativeTouchRecognizer* gestureRecognizer; 17 | UnityView* unityView; 18 | CGRect screenSize; 19 | CGFloat screenScale; 20 | 21 | const char* _gameObjectName = "N"; 22 | const char* _methodName = "T"; 23 | 24 | typedef void (*NativeTouchDelegate)(int x, int y, int state); 25 | NativeTouchDelegate callback; 26 | 27 | + (NativeTouchRecognizer*) GetInstance 28 | { 29 | if(gestureRecognizer == nil) 30 | { 31 | gestureRecognizer = [[NativeTouchRecognizer alloc] init]; 32 | } 33 | return gestureRecognizer; 34 | } 35 | 36 | + (void) StopNativeTouch 37 | { 38 | [unityView removeGestureRecognizer:gestureRecognizer]; 39 | } 40 | 41 | + (void) StartNativeTouch 42 | { 43 | UnityAppController* uiApp = GetAppController(); 44 | 45 | unityView = [uiApp unityView]; 46 | screenScale = [[UIScreen mainScreen]scale]; 47 | screenSize = [unityView bounds]; 48 | 49 | NSLog(@"Starting native touch - Screen : %@ Scale : %f",NSStringFromCGRect(screenSize),screenScale); 50 | 51 | gestureRecognizer = [[NativeTouchRecognizer alloc] init]; 52 | [unityView addGestureRecognizer:gestureRecognizer]; 53 | 54 | } 55 | 56 | +(CGPoint) scaledCGPoint:(CGPoint)point 57 | { 58 | //Retina display have /2 scale and have a smallest unit of pixel as 0.5. 59 | //This will multiply it back and eliminate the floating point 60 | 61 | //0,0 is at the top left of portrait orientation. 62 | 63 | return CGPointMake(point.x*screenScale, point.y*screenScale); 64 | } 65 | 66 | #ifdef LOG_TOUCH 67 | +(void) logTouches:(NSSet *) touches 68 | { 69 | NSArray* touchesArray = [touches allObjects]; 70 | for(int i = 0; i < [touchesArray count]; i++) { 71 | UITouch* touch = touchesArray[i]; 72 | NSLog(@"#%d Loc:%@ Prev:%@ Radius:%f Phase:%d", 73 | i, 74 | NSStringFromCGPoint([NativeTouchRecognizer scaledCGPoint:[touch locationInView:nil]]), 75 | NSStringFromCGPoint([NativeTouchRecognizer scaledCGPoint:[touch previousLocationInView:nil]]), 76 | [touch majorRadius], 77 | [touch phase]); 78 | } 79 | } 80 | #endif 81 | 82 | +(const char*) encodeTouch: (UITouch*) touch 83 | { 84 | CGPoint location = [NativeTouchRecognizer scaledCGPoint:[touch locationInView:nil]]; 85 | return [[NSString stringWithFormat:@"%d-%d-%d", (int)location.x, (int)location.y,[touch phase]] UTF8String]; 86 | } 87 | 88 | +(void) sendTouchesToUnity:(NSSet *) touches 89 | { 90 | NSArray* touchesArray = [touches allObjects]; 91 | for(UITouch* touch in touchesArray) 92 | { 93 | #ifdef LOG_UNITY_MESSAGE 94 | NSLog(@"To Unity : %@",[NSString stringWithCString:[NativeTouchRecognizer encodeTouch:touch] encoding:NSUTF8StringEncoding]); 95 | #endif 96 | CGPoint location = [NativeTouchRecognizer scaledCGPoint:[touch locationInView:nil]]; 97 | 98 | callback( (int)location.x, (int) location.y, (int)[touch phase]); 99 | 100 | // if([touch phase] == UITouchPhaseBegan) 101 | // { 102 | // [[IosNativeAudio GetInstance] PlaySoundIos]; 103 | // } 104 | } 105 | } 106 | 107 | -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event 108 | { 109 | #ifdef LOG_TOUCH 110 | [NativeTouchRecognizer logTouches:touches]; 111 | #endif 112 | [NativeTouchRecognizer sendTouchesToUnity:touches]; 113 | } 114 | 115 | -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event 116 | { 117 | #ifdef LOG_TOUCH 118 | [NativeTouchRecognizer logTouches:touches]; 119 | #endif 120 | [NativeTouchRecognizer sendTouchesToUnity:touches]; 121 | } 122 | 123 | -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event 124 | { 125 | #ifdef LOG_TOUCH 126 | [NativeTouchRecognizer logTouches:touches]; 127 | #endif 128 | [NativeTouchRecognizer sendTouchesToUnity:touches]; 129 | } 130 | 131 | @end 132 | 133 | extern "C" { 134 | 135 | void _StopNativeTouch() { 136 | [NativeTouchRecognizer StopNativeTouch]; 137 | } 138 | 139 | void _StartNativeTouch(NativeTouchDelegate nativeTouchDelegate) { 140 | callback = nativeTouchDelegate; 141 | [NativeTouchRecognizer StartNativeTouch]; 142 | } 143 | 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Plugins/iOS/NativeTouchRecognizer.mm.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a3452d7873dc477786beac53484ea6c 3 | timeCreated: 1509447352 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | Any: 15 | second: 16 | enabled: 0 17 | settings: {} 18 | data: 19 | first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | data: 26 | first: 27 | iPhone: iOS 28 | second: 29 | enabled: 1 30 | settings: {} 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/StreamingAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d02416c0fdd444e7bbf28fe1b8a4b4a 3 | folderAsset: yes 4 | timeCreated: 1509302804 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/StreamingAssets/HitSound.wav: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class Tester : MonoBehaviour { 7 | 8 | public Text text; 9 | public AudioSource audioSource; 10 | public AudioClip clip; 11 | public AudioClip clip2; 12 | public AudioClip clip3; 13 | 14 | private static Tester instance; 15 | public static Tester Instance 16 | { 17 | get 18 | { 19 | if (instance == null) 20 | { 21 | instance = FindObjectOfType(); 22 | } 23 | return instance; 24 | } 25 | } 26 | 27 | public void StartNativeTouch() 28 | { 29 | Debug.Log("Start native touch!!"); 30 | NativeTouch.StartNativeTouch(); 31 | } 32 | 33 | public void Test() 34 | { 35 | text.text = IosNativeAudio.Test(4).ToString(); 36 | } 37 | 38 | public void LoadSound() 39 | { 40 | IosNativeAudio.LoadSound(); 41 | } 42 | 43 | public void PlaySound() 44 | { 45 | IosNativeAudio.PlaySound(); 46 | } 47 | 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assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TesterVisual.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using System; 6 | 7 | public class TesterVisual : MonoBehaviour { 8 | 9 | public Text text; 10 | public Text countText; 11 | public Text actionText; 12 | public AudioSource audioSource; 13 | public AudioClip clip; 14 | public AudioClip clip2; 15 | public AudioClip clip3; 16 | private Action action; 17 | 18 | public void Test() 19 | { 20 | text.text = IosNativeAudio.Test(4).ToString(); 21 | } 22 | 23 | public void Start() 24 | { 25 | StartCoroutine(Routine()); 26 | IosNativeAudio.LoadSound(); 27 | } 28 | 29 | public void PlaySoundRegister() 30 | { 31 | action = PlaySound; 32 | } 33 | 34 | public void PlaySound() 35 | { 36 | IosNativeAudio.PlaySound(); 37 | } 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https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 1 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity iOS/Android Native Audio, Native Touch, and latency 2 | 3 | [![youtube](youtube.png)](https://www.youtube.com/watch?v=6Wot7lzZR5o) 4 | 5 | This Unity project is the continuation of my research [Unity's Mobile Audio Latency Problem And Solutions](http://exceed7.com/mobile-native-audio/research.html) which contains many false conclusion but still a good foundation for this. 6 | 7 | Previously I have made some assumptions about using OS's native audio method in Unity would solve the problem. In this project I show that native audio helps but that is not all, we need a native TOUCH INPUT plugin to solve the "perceived" audio latency problem. 8 | 9 | **Update 13/04/2018** : [Now PART 3 of the video above is available.](https://www.youtube.com/watch?v=Riws7Ais3bo) It improve on the iOS side by using `OpenAL` instead of `AVAudioPlayer`. I have confirmed we can get even better latency that way. So in this page when you see me saying "native audio does not help that much" that is not true anymore! The improvement is now significant with `OpenAL` (at least on iOS) Also, a website for pre-made solution [Native Audio](http://exceed7.com/native-audio/) and [iOS Native Touch](http://exceed7.com/ios-native-touch/) are now up.) 10 | 11 | **Update 17/08/2018** : At the **Android** side, I have successfully improved the audio latency by using OpenSL ES + good double buffering technique + ensuring the fast track by going great length as far as resampling the audio to match the liking of each Android device. You can read the research here [Android Native Audio Primer for Unity Developers](https://gametorrahod.com/androids-native-audio-primer-for-unity-developers-65acf66dd124) to get how to achieve minimum latency on Android. All of that will be integrated into [Native Audio](http://exceed7.com/native-audio/) plugin version 2.0 or if you want to try implementing it yourself the mentioned research article should be enough. 12 | 13 | So if you see me saying native audio on android does not help reducing latency much, it is not true anymore. Also I remembered saying somewhere that OpenSL ES is not that much difference from Java's `AudioTrack` but that is because of my incompetence at the time. I didn't know how to achieve fast track with NDK, didn't know about resampling, and did not do double buffering. OpenSL ES is now the way to go according to [the official Google document](https://developer.android.com/ndk/guides/audio/). (Along with **AAudio** which I haven't tried yet but it only works for Oreo+) 14 | 15 | ## Native Audio is not all of the solution, we also need Native Touch 16 | 17 | I have written the iOS native audio plugin for use with Unity (this repo). However I was surprised that this time the average nail sound to response sound was only a bit (1-5%) better than `AudioSource.Play()`. This same iPod running this test with [iOSSoundTest](https://github.com/5argon/iOSSoundTest) have much lower time difference. 18 | 19 | But the code of iOSSoundTest and this Unity-iOS native plugin is almost the same! (Please check `Plugins/iOS/iOSNativeAudio.mm`) What else could Unity add? 20 | 21 | You can check the result here (go to sheet 2) : https://docs.google.com/spreadsheets/d/1kSqkLM2C1NjxXg2oBcZzsVc9ooT4pZo2wSOY0Vt8C7k/edit?usp=sharing 22 | 23 | What this means is... the perceived audio latency (the recorded nail sound to response sound interval) is bad not just because Unity's thick audio layer, but it is also because of Unity's input latency. The XCode's native button surely receives touch faster than Unity's button. 24 | 25 | ## Are you sure it is because of touch? 26 | 27 | Just in case watching the [YouTube video](https://www.youtube.com/watch?v=6Wot7lzZR5o) at the top of this page does not convince you enough, I have double check this in Unity with both uGUI's `EventSystem` and `Input.GetTouch`. Both results in the same latency. 28 | 29 | I have triple check the new assumption with the second scene "Visual" which has a coroutine that call any method every 1 second. (No input latency involved) Everytime it will change the font's color from red to white and vice versa. Without nail's sound to measure, I run this and use a separate DSLR camera with 60 fps to capture the screen along with the sound, finally use Premiere Pro to examine the period between the font changing color to the peak of the sound. That would be exactly Unity's audio latency, which the result is 3-4 frames for both native iOS audio plugin and Unity's `AudioSource.Play` with all formats. (Native one is sometimes better, but not significant) 30 | 31 | ## Summary 32 | 33 | The bottom line is, using both Native Audio **and Native Touch** together we can make a Unity app that reacts as fast as a native iOS app. Haven't confirmed on the Android side but I assume it might be the same. 34 | 35 | (I didn't say I fixed the infamous Android's horrible audio latency problem with this. It is that Unity Android is somehow more horrible than native Android's already horrible latency and we can close that gap using Native Audio + Native Touch. We try to bypass anything Unity might add in exchange for more complex API usage.) 36 | 37 | Another intepretation of this finding is that all Unity games in the market has delayed touch (as long as you get them from `Input.GetTouch`). Your device is capable of providing faster touch experience by using Native Touch. 38 | 39 | # Plugin Release 40 | 41 | Both plugins ([Native Audio](http://exceed7.com/native-audio/) and [iOS Native Touch](http://exceed7.com/ios-native-touch/)) are planned to be on the Asset Store later after I have made sure it is working fine in my own music game Mel Cadence (http://exceed7.com/mel-cadence/). 42 | 43 | If you don't want to wait or don't want to pay me (😭), this project already contains the most barebone form of both Native Audio and Native Touch. You can hack your own solution starting from examples in my code if you want. Part of it utilize the result from [this research](https://github.com/5argon/UnitySendMessageEfficiencyTest) to make sure the talk back from native to C# is the fastest possible. 44 | 45 | EDIT : Both plugins are now available [Native Audio](http://exceed7.com/native-audio/), [iOS Native Touch](http://exceed7.com/ios-native-touch/). 46 | 47 | # Update (3/11/2017) : The state of Android 48 | 49 | I have tested the Native Touch on Android. Unfortunately I could not get the touch to be faster than Unity ones. In fact it is a little bit slower sometimes. 50 | 51 | The method I use I believe is the fastest way I can do to make Java talk to C#. 52 | 1. `UnityPlayer` in `UnityPlayerActivity` was replaced directly with my own sub class. 53 | 2. My subclass has a new `onTouchEvent` 54 | 3. This `onTouchEvent` did not use `UnitySendMessage` but using @FunctionalInterface to call to C#. It received this interface using Unity C#'s `AndroidJavaProxy` 55 | 4. The sound playing method in C# is further optimized to play using `AndroidJavaProxy`'s `Invoke` override to avoid ["look for c# methods matching the signature"](https://docs.unity3d.com/ScriptReference/AndroidJavaProxy.Invoke.html) 56 | 5. I am not even sending back any parameters yet, like touch coordinates, etc. 57 | 58 | I could not think of any faster way than this. So I would like to conclude that it is pointless to use Native Touch with Unity Android. There is a chance that different device might behave differently and in fact maybe faster or even slower. (My device is Nexus 5) But I won't be including Android support in my Native Touch plugin and name it iOS Native Touch instead. One advantage that you would like Native Touch on Android is for getting [other native touch parameters](https://developer.android.com/reference/android/view/MotionEvent.html) that Unity does not provide, rather than a speed improvement. 59 | 60 | However there is one more rather extreme way, that is you don't talk to C# at all. All the resources to determine whether Android should play audio on a particular touch or not should be completely reside in Java! Then after the hijacked touch and some ifs, we should call to Android Native Audio directly.. It will be very hardcore from game design perspective, for example how can I determine should I play "Perfect" sound or "Great" sound before sending touch to Unity? Is it even possible in the same frame? 61 | 62 | # Update (17/08/2018) : The state of Android 2 63 | 64 | I recently got a new phone, so I tried the same approach as the last update. (With a little bit of optimization on shorter code path, would not make much difference I think) But this time I managed to get the response time faster for about 10-16ms. It sounds small, but for perspective this is about a half of perfect window for many music games, 33ms. On game like DDR the timing for Marvelous (highest) is just 16ms so if you use vanilla Unity input to make DDR the player would be randomly thrown into or out of Marvelous. Some samples from my "Android Native Touch" is as follows : 65 | 66 | ![android native touch time](https://forum.unity.com/attachments/screenshot-2018-08-16-17-14-32-png.292035/) 67 | 68 | Also my plugin can get the real native timestamp that the touch really happen and can be outside of the frame (similar to the new input system that Unity team is making now) so the time does not get locked to the frame rate. Even if you must react to the touch in-frame, you know the real time that the touch happen to react better, and more truthfully. 69 | 70 | My native touch plugin was previously named "iOS Native Touch" because I thought it is useless on Android, but with this 10-16ms improvement I think it is now meaningful. In the next version it would include Android support and renamed to just "Native Touch". 71 | -------------------------------------------------------------------------------- /obj/Debug/Assembly-CSharp-firstpass.csproj.CoreCompileInputs.cache: -------------------------------------------------------------------------------- 1 | aca05d8dd313cb3aab947e6594956373dc1fd477 2 | -------------------------------------------------------------------------------- /obj/Debug/Assembly-CSharp.csproj.CoreCompileInputs.cache: -------------------------------------------------------------------------------- 1 | bdf59e2381cccf9624b5fbb3898653e686d43f6b 2 | -------------------------------------------------------------------------------- /youtube.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/5argon/UnityiOSNativeAudio/fd90dce80ffa8cfb95cead09ba0dde24a58492f9/youtube.png --------------------------------------------------------------------------------