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Unity3D is recognized by Jack, but no sound is coming in. #19
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Hi,
I think maybe you should figure out why the JackAudio sample rate cannot be
changed. Maybe you are using an unsupported backend. Apart from that, you
could try with ubuntu, the plugin works there as well,
Rodrigo
…On Sun, Nov 8, 2020 at 5:41 PM marijncin ***@***.***> wrote:
@rodrigodzf <https://github.com/rodrigodzf> I managed to specify the
problem: more specifically:
I have notices that I am unable to change the samplerate in Jack audio,
the settings don't w
When I run Unity3D, the Jack audio server samplerate jumps to 0. This
results in a crash.
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@rodrigodzf indeed. I did get the samplerate to 1024 by defining it in port audio as a backend target property. This get's the setup to work. |
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Platform: Windows 10
I am trying to use the "send effect" example to send audio from Unity3D to MaxMSP. I can not get it to work. The moment I play my Unity3D game, the Jack Console fills up with errors: "JackEngine::XRun: client = Spatial Engine VR - WIN was not finished, state = Triggered". A complete stack overflow and all audio related apps crash.
I find this a strange behaviour because my buffersize is set to 1024. Other apps tranfer audio just fine. I suspect another kind of problem, maybe a mismatch of some kind? To the best of my knowledge, all the DSP settings are in sync.
These steps are taken:
In jack audio: I set my preferences to match 1024, 48000 khz.
My best guess at the problem:
I am suspecting that the settings I tweak in the JackControl interface are not inplemented. When I navigate to: messages > status. I can see that the server is always running on 512 frames despite the fact that I changed it to 1024 and restarted the server.
Also: In MaxMSP, I can not set my vector size beyond 512 frames.
What could be the cause of this problem?
Kind regards, Marijn
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