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// white-noise-processor.js
class WhiteNoiseProcessor extends AudioWorkletProcessor {
process (inputs, outputs, parameters) {
const output = outputs[0]
output.forEach(channel => {
for (let i = 0; i < channel.length; i++) {
channel[i] = Math.random() * 2 - 1
}
})
return true
1582965337.994 I/zygote64: Late-enabling -Xcheck:jni
1582965338.055 I/zygote64: Debugger is no longer active
1582965338.116 I/libthemeutils: Theme: libthemeutil.so load success
1582965338.156 W/com.facebook.UserSettingsManager: The value for AdvertiserIDCollectionEnabled is currently set to FALSE so you're sending app events without collecting Advertiser ID. This can affect the quality of your advertising and analytics results.
1582965338.192 D/NetworkSecurityConfig: No Network Security Config specified, using platform default
1582965338.240 D/AccessibilityManager: AccessibilityManager status: mPackageName = com.gamingforgood.clashofstreamers, mOptimizeEnabled = false, mIsEnabled = false, mIsUiAutomationEnabled = false, mIsInterestedPackage =false
1582965338.258 D/Unity: CommandLine:
1582965338.402 I/Unity: onResume
1582965338.496 D/Unity: SetWindow 0 0x7cc8779010
1582965338.496 D/Unity: SetWindow 0 0x7cc8779010
val sampleRate = 48000
val channelConfig = AudioFormat.CHANNEL_IN_MONO
val pcm16 = AudioFormat.ENCODING_PCM_16BIT
val pcmBufSize = AudioRecord.getMinBufferSize(
sampleRate,
channelConfig,
pcm16
) * 5
2020-01-12 08:50:42.820 2033-4155/com.bluestacks.BstCommandProcessor D/BstCommandProcessor-httpd: command: runex com.bluestacks.settings/.SettingsActivity
2020-01-12 08:50:42.824 2033-4155/com.bluestacks.BstCommandProcessor D/BstCommandProcessor-Application: in isSystemReady, isBootCompleted true External storage status: mounted External storage dir :/storage/emulated/0 isExternalStorageRemovable:false
2020-01-12 08:50:42.824 2033-4155/com.bluestacks.BstCommandProcessor D/BstCommandProcessor-Application: returning from waitForSystemReady, isSystemReady = true
2020-01-12 08:50:42.824 2033-4155/com.bluestacks.BstCommandProcessor D/BstCommandProcessor-CommandHandler: gamemanager compatible mode
2020-01-12 08:50:42.825 2033-4155/com.bluestacks.BstCommandProcessor D/BstCommandProcessor-CommandHandler: recentTask.size(): 8
--------- beginning of system
2020-01-12 08:50:42.825 1716-2378/system_process I/ActivityManager: START u0 {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0
[06:04:37] IOS
[06:04:37] -------------------------------------------------------------------------------
[06:04:37] Build Report
[06:04:37] Uncompressed usage by category (Percentages based on user generated assets only):
[06:04:37] Textures 470.4 mb 55.2%
[06:04:37] Meshes 8.9 mb 1.0%
[06:04:37] Animations 51.5 mb 6.0%
[06:04:37] Sounds 23.2 mb 2.7%
[06:04:37] Shaders 1.8 mb 0.2%
[06:04:37] Other Assets 204.3 mb 24.0%
public class OneSignalClient : MonoBehaviour {
void Start() {
InitOneSignal();
}
public void InitOneSignal() {
OneSignal.SetLogLevel(OneSignal.LOG_LEVEL.VERBOSE, OneSignal.LOG_LEVEL.NONE);
OneSignal.StartInit(ClientConfig.oneSignalAppId)

Logs recorded

This is all the logs from starting the iOS app until the native prompt appeared. The device is an iPad 2018 9.7 inch with iOS 12.1.4 (16D57).

default	14:41:01.585096 +0100	clashofstreamers	UnityIAP: Requesting 45 products
default	14:41:01.585434 +0100	clashofstreamers	[com.gamingforgood.clashofstreamers] Getting pending notification requests (sync)
default	14:41:01.587509 +0100	clashofstreamers	[com.gamingforgood.clashofstreamers] Got 0 pending notification
default	14:41:01.589342 +0100	clashofstreamers	[com.gamingforgood.clashofstreamers] Getting pending notification requests (sync)
public unsafe void OnAudioDataCallback(IntPtr _, char id1, char id2, short* pcmFrames, int frameCount, int frameRateHz, int channels, int isSilence) {
// ignore silent samples
if (isSilence == 1) return;
if (channels != 2) {
Debug.LogWarning("unexpected number of channels " + channels);
return;
}
sampleBytes = new byte[frameCount * 2 * channels]; // each channel has a frame of 2 bytes
/*
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using Dissonance.Audio.Capture;
using NAudio.Wave;
using UnityEngine;
/// <summary>
/// Microphone that connects to discord bot. It plays the audio it receives from the bot.