Platform audio for Unity#293
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MaxHeimbrock
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Jun 9, 2026
MaxHeimbrock
commented
Jun 9, 2026
MaxHeimbrock
commented
Jun 9, 2026
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Add tests to init platform audio. |
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Look at the cpp side: |
Mirror the C++ PlatformAudio test suites in the Unity Test Framework: - EditMode (pure-managed, always run): AudioProcessingOptions defaults, AudioDevice struct, PlatformAudioSource null-arg guard. - PlayMode unit (ADM-backed, no server): create source/track, custom options, enumerate + select-by-GUID, out-of-range index, start/stop recording. Skips via Assert.Ignore when no platform ADM is available. - PlayMode E2E (Category=E2E): publish/unpublish round-trip, multiple sources from one manager, and media flow verified via an InboundRtp audio stat (the batch-mode-friendly substitute for the C++ frame callback). Shared PlatformAudioTestHelper.TryCreateOrIgnore mirrors GTEST_SKIP for environments without an ADM. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Added tests, but on CI there is no platform audio available. Still useful for manual testing on local machines. |
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Background
Integrates the Rust Platform Audio Module. The old Unity audio input and output is still supported, the platform audio is now a second path to get audio input and output.
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