Class AudityTelemetry
Live playback telemetry hook, consumed by the editor’s Audition panel. When DarkEffekt.Audity.AudityTelemetry.Sink is null (always, in players) instances send no telemetry and the audio thread does no extra work. Callbacks arrive on the main thread at ~10 Hz per playing instance: voices, then parameters, then a Status terminator.
Assembly: DarkEffekt.Audity.Runtime
Section titled “Assembly: DarkEffekt.Audity.Runtime”public static class AudityTelemetryFields
Section titled “Fields”public static AudityTelemetry.ISink SinkTraceRequested
Section titled “TraceRequested”When true (and a sink is set) every playing instance also captures per-node and per-block render timing. Off by default: node timestamps are two clock reads per node per block, so tracing is opt-in from the Activity panel. Prefer DarkEffekt.Audity.AudityTelemetry.RequestTrace(object)/DarkEffekt.Audity.AudityTelemetry.ReleaseTrace(object) over writing this directly - the flag has several consumers (Activity window, perf HUD), and a bare write from one stomps the others.
public static bool TraceRequestedMethods
Section titled “Methods”RequestTrace(object)
Section titled “RequestTrace(object)”Owner-tracked tracing: on while any owner holds a request.
public static void RequestTrace(object owner)Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Object |
owner |
ReleaseTrace(object)
Section titled “ReleaseTrace(object)”public static void ReleaseTrace(object owner)Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Object |
owner |
Events
Section titled “Events”InstanceFinished
Section titled “InstanceFinished”A playing instance reported it finished (its generator returned Finished).
Unlike the sink stream this is lifecycle, not telemetry: it fires whether or
not telemetry is enabled, with the same instance id DarkEffekt.Audity.AudityTelemetry.ISink.OnTiming(System.Int32%2cSystem.Int32%2cSystem.Int32%2cSystem.Int64%2cSystem.Int32)
uses. The editor auditioner listens - in edit mode the host never flips the
hidden AudioSource’s isPlaying when a generator finishes, so without this
signal a finished audition reads as playing forever.
public static event Action<int> InstanceFinishedEvent Type
Section titled “Event Type”System.Action<System.Int32>