it is so simple getting the audio data in unity: audioSource.clip.GetData(samples, 0);
I’m trying to do the same with Fmod, seems to be a mission impossible.
My sound object is created in real time by recording one second in a loop.
RuntimeManager.CoreSystem.recordStart(RecordingDeviceIndex, sound, true);
How can I get the data?
If it is so complicated, maybe I can simply convert the sound object into an AudioClip in unity, and deal with it in the simple way. Don’t know what to do.