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Develop a native DSP audio plug-in

Learn how to create your own native DSP plug-in.
Read time 5 minutesLast updated 22 days ago

You can use the native Digital Signal Processing (DSP) plug-in to process audio and expose parameters for a user to experiment with audio effects. The example plug-ins that Unity provides are a good place to experiment with plug-ins and to get ideas about parameters you need.
To develop a native audio plug-in for Unity:

1. Create an audio plug-in file

To create an audio plug-in file:
  1. In the folder, go to NativeAudioPlugins > NativeCode. The native example plug-in .cpp files are located here.
  2. You can duplicate one of the plug-in .cpp files so you can use it as a template for your own plug-in, work directly in one of the example plug-in files (for example,
    Plugin_Equalizer.cpp
    ), or create your own .cpp file.
  3. Include
    AudioPluginUtil.h
    in your file if it's not already there.

2. Define your parameters in your audio plug-in file

Create a list of parameters that would be useful for your user to interact with when they use your plug-in. To add your parameters to your plug-in:
  1. In your plug-in .cpp file, define your parameters as enum values. For example:
    enum Param{ P_FREQ, //Frequency parameter P_MIX, //Mix parameter P_NUM //An extra value to keep track of length of the enum};
  2. Create an array of
    UnityAudioParameterDefinitions
    and set its size to be the number of parameters you have:
    int numparams = P_NUM;definition.paramdefs = new UnityAudioParameterDefinition [numparams];
  3. Use the
    RegisterParameter
    function to register each of your enum values.
    int InternalRegisterEffectDefinition(UnityAudioEffectDefinition& definition){ int numparams = P_NUM; definition.paramdefs = new UnityAudioParameterDefinition [numparams]; RegisterParameter(definition, "Frequency", "Hz", 0.0f, kMaxSampleRate, 1000.0f, 1.0f, 3.0f, P_FREQ); RegisterParameter(definition, "Mix amount", "%", 0.0f, 1.0f, 0.5f, 100.0f, 1.0f, P_MIX); return numparams;}
The following table gives an overview of the
RegisterParameter
function, its parameters, and how it's used in the code example above:

Parameter type and name

Variable in example code

Description

UnityAudioEffectDefinition definition
definition
The UnityAudioEffectDefinition structure contains an array of UnityAudioParameterDefinition. The RegisterParameter function inserts your parameter definition as an entry into this array.
char* name
“Frequency”
,
“Mix Amount”
The display name you want to give the parameter.
char* unit
“Hz”
,
“%”
The type of the value.
float minval
0.0f
The minimum value of the parameter.
float maxval
kMaxSampleRate
,
1.0f
The maximum value of the parameter.
float defaultval
1000.0f
,
0.5f
The default and initial value of the parameter.
float displayscale
1.0f
,
100.0f
Scale factor for the display of parameters only. For example, the percentage in the example code has a minimum value of 0, a maximum value of 1, and a scale factor 100.0f. This means that although the actual value is between 0 and 1, the value that is shown in the GUI in Unity is between 0% and 100%.
float displayexponent
3.0f
,
1.0f
Maps parameters to sliders.
int enumvalue
P_FREQ
,
P_MIX
Enum value to assign these values to.
Unity generates a default GUI from these basic parameter definitions.

3. Instantiate your native audio DSP plug-in

To create the instance of your plug-in, use the
CreateCallback
function. Unity calls the
CreateCallback
function as soon as it creates your plug-in. It can be null.
struct EffectData{ struct Data { float p[P_NUM]; // Parameters float s; // Sine output of oscillator float c; // Cosine output of oscillator }; union { Data data; unsigned char pad[(sizeof(Data) + 15) & ~15]; };};
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK CreateCallback( UnityAudioEffectState* state){ EffectData* effectdata = new EffectData; memset(effectdata, 0, sizeof(EffectData)); effectdata->data.c = 1.0f; state->effectdata = effectdata; InitParametersFromDefinitions( InternalRegisterEffectDefinition, effectdata->data.p); return UNITY_AUDIODSP_OK;}
The
UnityAudioEffectState
object stores data it receives from the host and passes the data to all callback functions. The data it stores includes:
  • the sampling rate
  • the total number of samples processed (for timing)
  • whether the plug-in is bypassed

4. Unload your native audio DSP plug-in

To free the plug-in instance, use the
ReleaseCallback
function. Unity calls the
ReleaseCallback
function just before it frees the plug-in and also frees any data associated with this specific instance of the plug-in. After this, no further callbacks related to the instance happen.
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ReleaseCallback( UnityAudioEffectState* state){ EffectData::Data* data = &state->GetEffectData<EffectData>()->data; delete data; return UNITY_AUDIODSP_OK;}

5. Handle audio processing in your plug-in

To handle the processing of audio, use the
ProcessCallback
function. Unity repeatedly calls the
ProcessCallback
function with a block of input audio to read from and an output block to write to.
The following code gives an example of a sine-wave being multiplied to all channels:
UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ProcessCallback( UnityAudioEffectState* state, float* inbuffer, float* outbuffer, unsigned int length, int inchannels, int outchannels){ EffectData::Data* data = &state->GetEffectData<EffectData>()->data; float w = 2.0f * sinf(kPI * data->p[P_FREQ] / state->samplerate); for(unsigned int n = 0; n < length; n++) { for(int i = 0; i < outchannels; i++) { outbuffer[n * outchannels + i] = inbuffer[n * outchannels + i] * (1.0f - data->p[P_MIX] + data->p[P_MIX] * data->s); } data->s += data->c * w; // cheap way to calculate a sine-wave data->c -= data->s * w; } return UNITY_AUDIODSP_OK;}
The
GetEffectData
function is a helper function that casts the
effectdata
field of the state variable to the
EffectData::Data
in the structure.

Customize your GUI and import your audio plug-in into Unity

If you want to customize how Unity displays your plug-in parameters, refer to Customize the GUI for your audio plug-in.
To import your plug-ins into Unity, refer to Use your native DSP plug-in and GUI in Unity.

Additional resources