├── .gitignore
├── AudioBypassTest
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── NetworkManager.asset
│ ├── TimeManager.asset
│ ├── EditorBuildSettings.asset
│ ├── AudioManager.asset
│ ├── EditorSettings.asset
│ ├── TagManager.asset
│ ├── DynamicsManager.asset
│ ├── Physics2DSettings.asset
│ ├── GraphicsSettings.asset
│ ├── NavMeshAreas.asset
│ ├── QualitySettings.asset
│ ├── InputManager.asset
│ └── ProjectSettings.asset
├── Assets
│ ├── StreamingAssets
│ │ ├── Sound1.wav
│ │ ├── Sound2.wav
│ │ ├── Sound1.wav.meta
│ │ └── Sound2.wav.meta
│ ├── Plugins
│ │ ├── Android
│ │ │ ├── AudioBypassPlugin.jar
│ │ │ └── AudioBypassPlugin.jar.meta
│ │ └── Android.meta
│ ├── TestScene.unity.meta
│ ├── Plugins.meta
│ ├── Scripts.meta
│ ├── StreamingAssets.meta
│ ├── Scripts
│ │ ├── AndroidAudioBypass.meta
│ │ ├── GameController.cs.meta
│ │ ├── AndroidAudioBypass
│ │ │ ├── BypassAudioManager.cs.meta
│ │ │ ├── BypassAudioSource.cs.meta
│ │ │ ├── BypassAudioSource.cs
│ │ │ └── BypassAudioManager.cs
│ │ └── GameController.cs
│ └── TestScene.unity
└── .gitignore
├── Plugin
├── res
│ ├── drawable-hdpi
│ │ └── ic_launcher.png
│ ├── drawable-ldpi
│ │ └── ic_launcher.png
│ ├── drawable-mdpi
│ │ └── ic_launcher.png
│ ├── drawable-xhdpi
│ │ └── ic_launcher.png
│ ├── values
│ │ └── strings.xml
│ └── layout
│ │ └── main.xml
├── .gitignore
├── mk.bat
├── project.properties
├── AndroidManifest.xml
├── ant.properties
├── proguard-project.txt
├── build.xml
└── src
│ └── com
│ └── faddensoft
│ └── androidaudiobypass
│ └── AudioBypass.java
├── README.md
└── LICENSE
/.gitignore:
--------------------------------------------------------------------------------
1 | # VIM leftover
2 | *~
3 | *.swp
4 |
5 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/ProjectVersion.txt:
--------------------------------------------------------------------------------
1 | m_EditorVersion: 5.1.3f1
2 | m_StandardAssetsVersion: 0
3 |
--------------------------------------------------------------------------------
/Plugin/res/drawable-hdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/Plugin/res/drawable-hdpi/ic_launcher.png
--------------------------------------------------------------------------------
/Plugin/res/drawable-ldpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/Plugin/res/drawable-ldpi/ic_launcher.png
--------------------------------------------------------------------------------
/Plugin/res/drawable-mdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/Plugin/res/drawable-mdpi/ic_launcher.png
--------------------------------------------------------------------------------
/Plugin/res/drawable-xhdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/Plugin/res/drawable-xhdpi/ic_launcher.png
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/StreamingAssets/Sound1.wav:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/AudioBypassTest/Assets/StreamingAssets/Sound1.wav
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/StreamingAssets/Sound2.wav:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/AudioBypassTest/Assets/StreamingAssets/Sound2.wav
--------------------------------------------------------------------------------
/Plugin/res/values/strings.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 | ACTIVITY_ENTRY_NAME
4 |
5 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Plugins/Android/AudioBypassPlugin.jar:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/fadden/android-audio-bypass/HEAD/AudioBypassTest/Assets/Plugins/Android/AudioBypassPlugin.jar
--------------------------------------------------------------------------------
/Plugin/.gitignore:
--------------------------------------------------------------------------------
1 | # Output directories
2 | bin/
3 | gen/
4 |
5 | # local properties, don't check in
6 | local.properties
7 |
8 | # VIM leftover
9 | *~
10 | *.swp
11 |
12 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/NetworkManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!149 &1
4 | NetworkManager:
5 | m_ObjectHideFlags: 0
6 | m_DebugLevel: 0
7 | m_Sendrate: 15
8 | m_AssetToPrefab: {}
9 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/TestScene.unity.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: ac05720af83040745a2b1485bba6d482
3 | timeCreated: 1430252913
4 | licenseType: Free
5 | DefaultImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/TimeManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: .0199999996
7 | Maximum Allowed Timestep: .333333343
8 | m_TimeScale: 1
9 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Plugins.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: e742d5e6212aeae4dbb19488541ff779
3 | folderAsset: yes
4 | timeCreated: 1430256121
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: e87275ea1941d284ca86a058a50388b7
3 | folderAsset: yes
4 | timeCreated: 1430257440
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Plugins/Android.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 2edc65eed799a3f4bb037064c50d6498
3 | folderAsset: yes
4 | timeCreated: 1430256126
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/StreamingAssets.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 3def236c6698908419dabe851b5a7c30
3 | folderAsset: yes
4 | timeCreated: 1430261243
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/EditorBuildSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1045 &1
4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes:
8 | - enabled: 1
9 | path: Assets/TestScene.unity
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/AndroidAudioBypass.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 1baf2f6f67ee424499771924c499185b
3 | folderAsset: yes
4 | timeCreated: 1445118407
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/GameController.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d338f32864809194a9ec9b6d0f38cf0d
3 | timeCreated: 1430343895
4 | licenseType: Free
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/AndroidAudioBypass/BypassAudioManager.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: bd3acf2d176dc6548895af6862895fd4
3 | timeCreated: 1430257474
4 | licenseType: Free
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/AndroidAudioBypass/BypassAudioSource.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: af2f8d4512b7d4e4498a9833dce0e5ef
3 | timeCreated: 1430266541
4 | licenseType: Free
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/AudioManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 256
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_DisableAudio: 0
15 |
--------------------------------------------------------------------------------
/Plugin/mk.bat:
--------------------------------------------------------------------------------
1 | @echo off
2 | setlocal enableextensions
3 |
4 | rem Local paths -- configure appropriately for your system
5 | set ANT=C:\src\apache-ant-1.9.4\bin\ant
6 | set OUTDIR=..\AudioBypassTest\Assets\Plugins\Android\
7 |
8 | set OUTJAR=AudioBypassPlugin.jar
9 |
10 | call %ANT% jar
11 |
12 | echo COPYING %OUTJAR% to plugin directory
13 | COPY bin\%OUTJAR% %OUTDIR%
14 | echo Done
15 |
--------------------------------------------------------------------------------
/AudioBypassTest/.gitignore:
--------------------------------------------------------------------------------
1 | # executable
2 | AudioBypassTest.apk
3 |
4 | # Output directories
5 | Library/
6 | Temp/
7 | Obj/
8 |
9 | # Generated by/for MonoDevelop and Visual Studio
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.user
15 | *.userprefs
16 |
17 | # UnityVS (Visual Studio integration)
18 | Assets/UnityVS.meta
19 | Assets/UnityVS/
20 |
21 | # VIM leftover
22 | *~
23 | *.swp
24 |
25 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Plugins/Android/AudioBypassPlugin.jar.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 2a72d9fec83a44d43bccbbbb5cde98ca
3 | timeCreated: 1430256497
4 | licenseType: Free
5 | PluginImporter:
6 | serializedVersion: 1
7 | iconMap: {}
8 | executionOrder: {}
9 | isPreloaded: 0
10 | platformData:
11 | Any:
12 | enabled: 1
13 | settings: {}
14 | userData:
15 | assetBundleName:
16 | assetBundleVariant:
17 |
--------------------------------------------------------------------------------
/Plugin/res/layout/main.xml:
--------------------------------------------------------------------------------
1 |
2 |
7 |
12 |
13 |
14 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/EditorSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!159 &1
4 | EditorSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_ExternalVersionControlSupport: Hidden Meta Files
8 | m_SerializationMode: 2
9 | m_WebSecurityEmulationEnabled: 0
10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d
11 | m_DefaultBehaviorMode: 0
12 | m_SpritePackerMode: 2
13 | m_SpritePackerPaddingPower: 1
14 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/StreamingAssets/Sound1.wav.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 2455d6ea9a0121042986477409ef6636
3 | timeCreated: 1445122795
4 | licenseType: Free
5 | AudioImporter:
6 | serializedVersion: 6
7 | defaultSettings:
8 | loadType: 0
9 | sampleRateSetting: 0
10 | sampleRateOverride: 44100
11 | compressionFormat: 0
12 | quality: 1
13 | conversionMode: 0
14 | platformSettingOverrides: {}
15 | forceToMono: 0
16 | normalize: 1
17 | preloadAudioData: 1
18 | loadInBackground: 0
19 | 3D: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/StreamingAssets/Sound2.wav.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 1c1bdcb9f90b0ed469b5886057d86c17
3 | timeCreated: 1445122799
4 | licenseType: Free
5 | AudioImporter:
6 | serializedVersion: 6
7 | defaultSettings:
8 | loadType: 0
9 | sampleRateSetting: 0
10 | sampleRateOverride: 44100
11 | compressionFormat: 0
12 | quality: 1
13 | conversionMode: 0
14 | platformSettingOverrides: {}
15 | forceToMono: 0
16 | normalize: 1
17 | preloadAudioData: 1
18 | loadInBackground: 0
19 | 3D: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/TagManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
--------------------------------------------------------------------------------
/Plugin/project.properties:
--------------------------------------------------------------------------------
1 | # This file is automatically generated by Android Tools.
2 | # Do not modify this file -- YOUR CHANGES WILL BE ERASED!
3 | #
4 | # This file must be checked in Version Control Systems.
5 | #
6 | # To customize properties used by the Ant build system edit
7 | # "ant.properties", and override values to adapt the script to your
8 | # project structure.
9 | #
10 | # To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
11 | #proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
12 |
13 | android.library=true
14 | # Project target.
15 | target=Google Inc.:Google APIs:22
16 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/DynamicsManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | m_Gravity: {x: 0, y: -9.81000042, z: 0}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_BounceThreshold: 2
9 | m_SleepThreshold: .00499999989
10 | m_DefaultContactOffset: .00999999978
11 | m_SolverIterationCount: 6
12 | m_RaycastsHitTriggers: 1
13 | m_EnableAdaptiveForce: 0
14 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
15 |
--------------------------------------------------------------------------------
/Plugin/AndroidManifest.xml:
--------------------------------------------------------------------------------
1 |
2 |
6 |
7 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
--------------------------------------------------------------------------------
/Plugin/ant.properties:
--------------------------------------------------------------------------------
1 | # This file is used to override default values used by the Ant build system.
2 | #
3 | # This file must be checked into Version Control Systems, as it is
4 | # integral to the build system of your project.
5 |
6 | # This file is only used by the Ant script.
7 |
8 | # You can use this to override default values such as
9 | # 'source.dir' for the location of your java source folder and
10 | # 'out.dir' for the location of your output folder.
11 |
12 | # You can also use it define how the release builds are signed by declaring
13 | # the following properties:
14 | # 'key.store' for the location of your keystore and
15 | # 'key.alias' for the name of the key to use.
16 | # The password will be asked during the build when you use the 'release' target.
17 |
18 |
--------------------------------------------------------------------------------
/Plugin/proguard-project.txt:
--------------------------------------------------------------------------------
1 | # To enable ProGuard in your project, edit project.properties
2 | # to define the proguard.config property as described in that file.
3 | #
4 | # Add project specific ProGuard rules here.
5 | # By default, the flags in this file are appended to flags specified
6 | # in ${sdk.dir}/tools/proguard/proguard-android.txt
7 | # You can edit the include path and order by changing the ProGuard
8 | # include property in project.properties.
9 | #
10 | # For more details, see
11 | # http://developer.android.com/guide/developing/tools/proguard.html
12 |
13 | # Add any project specific keep options here:
14 |
15 | # If your project uses WebView with JS, uncomment the following
16 | # and specify the fully qualified class name to the JavaScript interface
17 | # class:
18 | #-keepclassmembers class fqcn.of.javascript.interface.for.webview {
19 | # public *;
20 | #}
21 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/GameController.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright 2015 faddenSoft. All Rights Reserved.
3 | *
4 | * Licensed under the Apache License, Version 2.0 (the "License");
5 | * you may not use this file except in compliance with the License.
6 | * You may obtain a copy of the License at
7 | *
8 | * http://www.apache.org/licenses/LICENSE-2.0
9 | *
10 | * Unless required by applicable law or agreed to in writing, software
11 | * distributed under the License is distributed on an "AS IS" BASIS,
12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 | * See the License for the specific language governing permissions and
14 | * limitations under the License.
15 | */
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | public class GameController : MonoBehaviour {
20 | public void HandleQuit() {
21 | Application.Quit();
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/Physics2DSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | m_Gravity: {x: 0, y: -9.81000042}
7 | m_DefaultMaterial: {fileID: 0}
8 | m_VelocityIterations: 8
9 | m_PositionIterations: 3
10 | m_VelocityThreshold: 1
11 | m_MaxLinearCorrection: .200000003
12 | m_MaxAngularCorrection: 8
13 | m_MaxTranslationSpeed: 100
14 | m_MaxRotationSpeed: 360
15 | m_MinPenetrationForPenalty: .00999999978
16 | m_BaumgarteScale: .200000003
17 | m_BaumgarteTimeOfImpactScale: .75
18 | m_TimeToSleep: .5
19 | m_LinearSleepTolerance: .00999999978
20 | m_AngularSleepTolerance: 2
21 | m_RaycastsHitTriggers: 1
22 | m_RaycastsStartInColliders: 1
23 | m_ChangeStopsCallbacks: 0
24 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
25 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/GraphicsSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!30 &1
4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_LegacyDeferred:
11 | m_Mode: 1
12 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
13 | m_AlwaysIncludedShaders:
14 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
15 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
16 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0}
17 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
18 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
19 | - {fileID: 10782, guid: 0000000000000000f000000000000000, type: 0}
20 | m_PreloadedShaders: []
21 | m_LightmapStripping: 0
22 | m_LightmapKeepPlain: 1
23 | m_LightmapKeepDirCombined: 1
24 | m_LightmapKeepDirSeparate: 1
25 | m_LightmapKeepDynamic: 1
26 | m_FogStripping: 0
27 | m_FogKeepLinear: 1
28 | m_FogKeepExp: 1
29 | m_FogKeepExp2: 1
30 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/NavMeshAreas.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
4 | NavMeshAreas:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
13 | cost: 2
14 | - name:
15 | cost: 1
16 | - name:
17 | cost: 1
18 | - name:
19 | cost: 1
20 | - name:
21 | cost: 1
22 | - name:
23 | cost: 1
24 | - name:
25 | cost: 1
26 | - name:
27 | cost: 1
28 | - name:
29 | cost: 1
30 | - name:
31 | cost: 1
32 | - name:
33 | cost: 1
34 | - name:
35 | cost: 1
36 | - name:
37 | cost: 1
38 | - name:
39 | cost: 1
40 | - name:
41 | cost: 1
42 | - name:
43 | cost: 1
44 | - name:
45 | cost: 1
46 | - name:
47 | cost: 1
48 | - name:
49 | cost: 1
50 | - name:
51 | cost: 1
52 | - name:
53 | cost: 1
54 | - name:
55 | cost: 1
56 | - name:
57 | cost: 1
58 | - name:
59 | cost: 1
60 | - name:
61 | cost: 1
62 | - name:
63 | cost: 1
64 | - name:
65 | cost: 1
66 | - name:
67 | cost: 1
68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
72 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/AndroidAudioBypass/BypassAudioSource.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright 2015 faddenSoft. All Rights Reserved.
3 | *
4 | * Licensed under the Apache License, Version 2.0 (the "License");
5 | * you may not use this file except in compliance with the License.
6 | * You may obtain a copy of the License at
7 | *
8 | * http://www.apache.org/licenses/LICENSE-2.0
9 | *
10 | * Unless required by applicable law or agreed to in writing, software
11 | * distributed under the License is distributed on an "AS IS" BASIS,
12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 | * See the License for the specific language governing permissions and
14 | * limitations under the License.
15 | */
16 | using UnityEngine;
17 | using System;
18 | using System.Collections;
19 |
20 | namespace AndroidAudioBypass {
21 |
22 | ///
23 | /// AudioSource equivalent for the Android bypass mechanism.
24 | ///
25 | public class BypassAudioSource : MonoBehaviour {
26 | public BypassAudioManager m_bypassAudioManager;
27 | public string m_audioFile;
28 |
29 | [Range(0.0f, 1.0f)]
30 | public int m_priority = 1; // stream priority (0 = lowest)
31 |
32 | [Range(0.0f, 1.0f)]
33 | public float m_volume = 1.0f; // volume [0.0, 1.0]
34 |
35 | [Range(0.5f, 2.0f)]
36 | public float m_rate = 1.0f; // playback rate (1.0 = normal; [0.5, 2.0])
37 |
38 | public bool m_playOnAwake = false;
39 | public bool m_loop = false;
40 |
41 | private int m_soundId;
42 |
43 | public void Start() {
44 | if (String.IsNullOrEmpty(m_audioFile)) {
45 | Debug.LogError("Audio file not specified in " + gameObject.name);
46 | return;
47 | }
48 | m_soundId = m_bypassAudioManager.RegisterSoundFile(m_audioFile);
49 |
50 | if (m_playOnAwake) {
51 | Play();
52 | }
53 | }
54 |
55 | public void Play() {
56 | if (m_rate < 0.5f) {
57 | m_rate = 0.5f;
58 | }
59 | if (m_rate > 2.0f) {
60 | m_rate = 2.0f;
61 | }
62 |
63 | m_bypassAudioManager.PlaySound(m_soundId, m_volume, m_volume, m_priority,
64 | m_loop ? -1 : 0, m_rate);
65 | }
66 | }
67 |
68 | } // namespace AndroidAudioBypass
69 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | Android Audio Bypass
2 | ====================
3 |
4 | This is a quick demo project that illustrates the use of an Android plugin
5 | to avoid the hideous latency added by the Unity 3D game engine on some
6 | devices. The difference is easily noticeable in
7 | [this demo video](https://www.youtube.com/watch?v=E_VwFBxf4ew), recorded
8 | on a Moto X running Android 4.4.4.
9 |
10 | On a Nexus 10, and reportedly on old and new Nexus 7s, there's no observable
11 | difference between the Unity sound player and the plugin-based player. So
12 | while Unity is the proximate cause of latency, it varies between devices, and
13 | the blame might be shared by more than one party.
14 |
15 | There are two parts, the plugin and a Unity 5 test project. (The Plugin
16 | should work fine with Unity 4.6, but I haven't tried it.)
17 |
18 | **NOTE:** this is not a finished product. It's a bare-bones demo intended to
19 | highlight the latency discrepancy between Unity's AudioSource and Android's
20 | SoundPool. I'm reluctant to put too much effort into this because I'm
21 | hoping that Unity will figure out how to make sound work better across
22 | all Android devices.
23 |
24 | #### About the Plugin ####
25 |
26 | The plugin is a standard Android library project. The easiest way to build
27 | it is by running `ant jar` from the command line, then copying the plugin
28 | jar (`AndroidBypassPlugin.jar`) into the Unity project. See the `mk.bat`
29 | file for a sample build script.
30 |
31 | It's not strictly necessary to have a plugin. You can do everything
32 | necessary using the
33 | [AndroidJNI](http://docs.unity3d.com/ScriptReference/AndroidJNI.html)
34 | methods in Unity. Writing the SoundPool interface code in the Java programming
35 | language makes the code easier to understand and maintain however.
36 |
37 | #### Test Project ####
38 |
39 | The Unity project includes a pair of generated WAV files in the StreamingAssets
40 | directory, which makes them easily accessible to both Unity and the Android
41 | AssetManager. UI buttons allow you to play either sound with either method
42 | and observe the difference.
43 |
44 | **NOTE:** a behavior change in Unity 5, specifically noted in 5.1.3, breaks
45 | the demo. The Unity editor no longer recognizes WAV files in the
46 | StreamingAssets folder as import sources for AudioClip. As a result, when
47 | you check out the project the Unity AudioSource objects will have broken
48 | references to the sound files. You can work around the issue by using
49 | "import asset" to import the WAV files to a different folder, and then drag
50 | them into StreamingAssets.
51 |
52 | (It's not clear if this change was unintentional, intentional but poorly
53 | considered, or intentional with good reason. I filed bug 737168 on
54 | 2015/10/18 to try to get this sorted.)
55 |
56 | ### Use of this code ###
57 |
58 | This code is distributed under the Apache 2 license (the same one used by
59 | the Android Open Source Project). That means you can use the code in a
60 | commercial product without any viral-licensing concerns.
61 |
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/Plugin/build.xml:
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/Plugin/src/com/faddensoft/androidaudiobypass/AudioBypass.java:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright 2015 faddenSoft. All Rights Reserved.
3 | *
4 | * Licensed under the Apache License, Version 2.0 (the "License");
5 | * you may not use this file except in compliance with the License.
6 | * You may obtain a copy of the License at
7 | *
8 | * http://www.apache.org/licenses/LICENSE-2.0
9 | *
10 | * Unless required by applicable law or agreed to in writing, software
11 | * distributed under the License is distributed on an "AS IS" BASIS,
12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 | * See the License for the specific language governing permissions and
14 | * limitations under the License.
15 | */
16 | package com.faddensoft.androidaudiobypass;
17 |
18 | import android.content.Context;
19 | import android.content.res.AssetFileDescriptor;
20 | import android.content.res.AssetManager;
21 | import android.media.AudioManager;
22 | import android.media.SoundPool;
23 | import android.util.Log;
24 |
25 | import java.io.IOException;
26 |
27 | // This provides simple access to SoundPool. It's intended to be used
28 | // as a Unity 3D plugin for Android.
29 | public class AudioBypass {
30 | private static String TAG = "AudioBypass";
31 |
32 | // SoundPool parameters. These could be args to the AudioBypass
33 | // constructor, but except perhaps for MAX_STREAMS there's little
34 | // value in doing so.
35 | private static final int MAX_STREAMS = 4;
36 | private static final int STREAM_TYPE = AudioManager.STREAM_MUSIC;
37 | private static final int SRC_QUALITY = 0;
38 |
39 | private final Object mLock = new Object();
40 | private Context mContext;
41 | private AssetManager mAssetMan;
42 | private SoundPool mSoundPool;
43 |
44 |
45 | // Create a new instance.
46 | //
47 | // Unity wasn't able to find this when the return type was
48 | // AudioBypass; use Object instead.
49 | public static Object createInstance(Context context) {
50 | return new AudioBypass(context);
51 | }
52 |
53 | // Constructor. Pass in the Activity context.
54 | //
55 | // We have a final field, so the VM's immutability guarantees
56 | // should kick in and ensure that construction is visible to
57 | // all threads.
58 | private AudioBypass(Context context) {
59 | if (context == null) {
60 | // not strictly necessary, as we'll blow up below,
61 | // but it's nice to have an explicit log message
62 | Log.e(TAG, "context must not be null");
63 | throw new NullPointerException("context arg");
64 | }
65 |
66 | mContext = context;
67 | mAssetMan = context.getAssets();
68 |
69 | mSoundPool = new SoundPool(MAX_STREAMS, STREAM_TYPE, SRC_QUALITY);
70 |
71 | Log.d(TAG, "AudioBypass created: " + context);
72 | }
73 |
74 | // Destroy the SoundPool and all associated resources.
75 | //
76 | // The AudioBypass object may not be used after this point.
77 | public void destroy() {
78 | synchronized (mLock) {
79 | mSoundPool.release();
80 | mSoundPool = null;
81 |
82 | mAssetMan = null;
83 | mContext = null;
84 | }
85 | }
86 |
87 | // Registers the sound file with the SoundPool.
88 | public int register(String soundFile) {
89 | final int LOAD_PRIORITY = 1; // recommended value; does nothing
90 |
91 | Log.d(TAG, "Registering " + soundFile);
92 | synchronized (mLock) {
93 | AssetFileDescriptor afd;
94 | try {
95 | afd = mAssetMan.openFd(soundFile);
96 | } catch (IOException ioe) {
97 | Log.w(TAG, "Failed to load " + soundFile + ": " + ioe);
98 | return -1;
99 | }
100 |
101 | int id = mSoundPool.load(afd, LOAD_PRIORITY);
102 | Log.d(TAG, " --> " + id);
103 | return id;
104 | }
105 | }
106 |
107 | // Plays the sound through SoundPool.
108 | public int play(int soundId, float leftVolume, float rightVolume,
109 | int priority, int loop, float rate) {
110 | Log.d(TAG, "Playing " + soundId + ": lv=" + leftVolume +
111 | " rv=" + rightVolume + " pr=" + priority + " lp=" + loop +
112 | " rt=" + rate);
113 | synchronized (mLock) {
114 | int streamId = mSoundPool.play(soundId, leftVolume, rightVolume, priority,
115 | loop, rate);
116 | Log.d(TAG, " --> streamId=" + streamId);
117 | return streamId;
118 | }
119 | }
120 | }
121 |
122 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/QualitySettings.asset:
--------------------------------------------------------------------------------
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8 | m_QualitySettings:
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80 | pixelLightCount: 2
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126 | pixelLightCount: 4
127 | shadows: 2
128 | shadowResolution: 2
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131 | shadowDistance: 150
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142 | vSyncCount: 1
143 | lodBias: 2
144 | maximumLODLevel: 0
145 | particleRaycastBudget: 4096
146 | excludedTargetPlatforms: []
147 | m_PerPlatformDefaultQuality:
148 | Android: 2
149 | BlackBerry: 2
150 | GLES Emulation: 5
151 | PS3: 5
152 | PS4: 5
153 | PSM: 5
154 | PSP2: 5
155 | Samsung TV: 2
156 | Standalone: 5
157 | Tizen: 2
158 | WP8: 5
159 | Web: 5
160 | WebGL: 3
161 | Windows Store Apps: 5
162 | XBOX360: 5
163 | XboxOne: 5
164 | iPhone: 2
165 |
--------------------------------------------------------------------------------
/AudioBypassTest/Assets/Scripts/AndroidAudioBypass/BypassAudioManager.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Copyright 2015 faddenSoft. All Rights Reserved.
3 | *
4 | * Licensed under the Apache License, Version 2.0 (the "License");
5 | * you may not use this file except in compliance with the License.
6 | * You may obtain a copy of the License at
7 | *
8 | * http://www.apache.org/licenses/LICENSE-2.0
9 | *
10 | * Unless required by applicable law or agreed to in writing, software
11 | * distributed under the License is distributed on an "AS IS" BASIS,
12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 | * See the License for the specific language governing permissions and
14 | * limitations under the License.
15 | */
16 | using UnityEngine;
17 | using System;
18 | using System.Collections;
19 |
20 | namespace AndroidAudioBypass {
21 |
22 | ///
23 | /// Manages the interaction with the Android SoundPool object.
24 | ///
25 | ///
26 | /// There should only be one of these, but that's not strictly required.
27 | /// The underlying Java-land code will get upset if it's initialized twice
28 | /// with different contexts, but since we're passing in the current Activity
29 | /// that shouldn't happen.
30 | ///
31 | /// This could be made a Unity-object singleton. I don't want to make it a
32 | /// C# singleton because the Activity might change with scenes (not sure
33 | /// about that).
34 | public class BypassAudioManager : MonoBehaviour {
35 | private AndroidJavaObject activityContext; // android.app.Activity; subclass of android.content.Context
36 | private AndroidJavaObject audioBypassInstance; // com.faddensoft.androidaudiobypass.AudioBypass
37 |
38 | ///
39 | /// Creates an instance of the AudioBypass object, using the Unity JNI bridge.
40 | ///
41 | void Awake() {
42 | if (Application.platform != RuntimePlatform.Android) {
43 | Debug.LogError("BypassAudioManager only works on Android");
44 | throw new SystemException("This is not Android");
45 | }
46 |
47 | using (AndroidJavaClass activityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) {
48 | activityContext = activityClass.GetStatic("currentActivity");
49 | }
50 |
51 | using (AndroidJavaClass pluginClass = new AndroidJavaClass("com.faddensoft.androidaudiobypass.AudioBypass")) {
52 | //Debug.Log("pluginClass is " + pluginClass);
53 | audioBypassInstance = pluginClass.CallStatic("createInstance", activityContext);
54 | }
55 |
56 | #if false // debug stuff
57 | audioBypassInstance.Call("testMethod");
58 |
59 | activityContext.Call("runOnUiThread", new AndroidJavaRunnable(() => {
60 | audioBypassInstance.Call("testMethod");
61 | }));
62 |
63 | Debug.Log("Streaming assets path is '" + Application.streamingAssetsPath + "'");
64 | #endif
65 | }
66 |
67 | ///
68 | /// Handles object shutdown. We explicitly shut the SoundPool down to release
69 | /// resources without having to go through various garbage collection passes.
70 | ///
71 | void OnDestroy() {
72 | if (audioBypassInstance != null) {
73 | Debug.Log("Shutting down SoundPool");
74 | audioBypassInstance.Call("destroy");
75 | audioBypassInstance = null;
76 | }
77 | }
78 |
79 | ///
80 | /// Registers a sound file with the SoundPool.
81 | ///
82 | /// The sound ID to use on subsequent play() calls.
83 | /// File name in StreamingAssets directory.
84 | public int RegisterSoundFile(string soundFile) {
85 | if (audioBypassInstance == null) { return -1; }
86 |
87 | // TODO: if sound file is already registered, don't register it again.
88 | // Note that this potentially makes UnregisterSound() more complicated
89 | // as we would need to refcount.
90 |
91 | int soundId = audioBypassInstance.Call("register", soundFile);
92 | Debug.Log("Registered " + soundFile + " as ID " + soundId);
93 |
94 | // TODO: the sound isn't necessarily ready to play at this point -- the
95 | // load mechanism is asynchronous. We would need to tie into the
96 | // SoundPool OnLoadCompleteListener to figure out when sounds were
97 | // actually ready to go.
98 |
99 | return soundId;
100 | }
101 |
102 | public void UnregisterSound(int soundId) {
103 | // TODO -- should call through to SoundPool.unload(soundId)
104 | }
105 |
106 | ///
107 | /// Plays the specified sound. Parameters are passed through to SoundPool.play().
108 | ///
109 | /// Sound identifier, returned earlier by the registration method.
110 | /// Left volume, [0.0, 1.0].
111 | /// Right volume, [0.0, 1.0].
112 | /// Priority (0 = lowest).
113 | /// Loop mode (0 = no loop, -1 = loop forever).
114 | /// Rate (1.0 = normal playback, [0.5, 2.0]).
115 | public void PlaySound(int soundId, float leftVolume, float rightVolume, int priority, int loop, float rate) {
116 | if (audioBypassInstance == null) { return; }
117 |
118 | // It shouldn't matter which thread we call this from, so no need to
119 | // route through runOnUiThread().
120 | int streamId = audioBypassInstance.Call("play", soundId, leftVolume, rightVolume,
121 | priority, loop, rate);
122 | if (streamId == -1) {
123 | Debug.LogWarning("PlaySound id=" + soundId + " failed");
124 |
125 | // TODO: this is useful for sounds that are looping (so you
126 | // can stop them) or just very long, like music. We should
127 | // return it and provide the relevant functions.
128 | }
129 | }
130 | }
131 |
132 | } // namespace AndroidAudioBypass
133 |
--------------------------------------------------------------------------------
/AudioBypassTest/ProjectSettings/InputManager.asset:
--------------------------------------------------------------------------------
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250 | descriptiveName:
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/LICENSE:
--------------------------------------------------------------------------------
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