SHA256
Normalize Comment Terminology
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
0fc01a84de
commit
961f78a332
25 files changed
+70
-70
No files matched your search
@@ -175,7 +175,7 @@ internal sealed class AudioClipSource
|
||||
/// <summary>
|
||||
/// Most decode streams (reader + resampler) a windowed source opens. A load continues the stream positioned at the chunk start,
|
||||
/// otherwise opens another stream up to this count, otherwise restarts the least recently used stream.
|
||||
/// Each stream holds one open reader (file handle and decoder state, measured 0.3 ~ 2.7 MiB for ogg/flac/mp3 with the clip harness).
|
||||
/// Each stream holds one open reader (file handle and decoder state, measured 0.3 ~ 2.7 MiB for ogg/flac/MP3 with the clip harness).
|
||||
/// </summary>
|
||||
public const int MaxDecodeStreams = 4;
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
|
||||
/// - Decoder thread (<see cref="Start"/>): the only thread that decodes, resamples, loads and frees chunks.
|
||||
/// Each step loads one chunk, the one with the lowest priority value over all sources
|
||||
/// (a chunk a consumer waits for, then cursor windows by slot, then resident chunks in order).
|
||||
/// - Consumers (render thread, main thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads.
|
||||
/// - Consumers (render thread, main Unity thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads.
|
||||
/// - Main thread: <see cref="GetOrAdd"/> creates readers (for Unity clips this copies the clip data).
|
||||
///
|
||||
/// Memory has no limit; current and peak usage are tracked and logged by <see cref="LogMemoryUsage"/>.
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
|
||||
/// <summary>
|
||||
/// Copies a Unity <see cref="AudioClip"/> into memory for clips without a file on disk
|
||||
/// (built-in hit sounds from Resources, official/DLC level audio).
|
||||
/// <see cref="AudioClip.GetData(float[], int)"/> runs on the main thread only, so the whole clip is copied once on the main thread
|
||||
/// <see cref="AudioClip.GetData(float[], int)"/> runs on the main Unity thread only, so the whole clip is copied once on the main Unity thread
|
||||
/// and the decoder thread reads the copy through a <see cref="MemoryPCMReader"/>.
|
||||
/// Streaming clips (<see cref="AudioClipLoadType.Streaming"/>) are rejected because GetData does not read them.
|
||||
/// Reference: https://docs.unity3d.com/ScriptReference/AudioClip.GetData.html
|
||||
|
||||
Reference in new issue
Block a user