# Process(in RealtimeContext, ChannelBuffer, ChannelBuffer, Arguments)

> Manually process this particular EffectInstance.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Audio](/engine/6000.7/script-reference/unityengine/audio.md)
* **Assembly:** UnityEngine.AudioModule

## Process(RealtimeContext, ChannelBuffer, ChannelBuffer, Arguments)

```csharp
public EffectInstance.Result Process(in RealtimeContext context, ChannelBuffer inputBuffer, ChannelBuffer outputBuffer, EffectInstance.Arguments effectArgs)
```

### Parameters

**** (\[RealtimeContext]\(/engine/6000.7/script-reference/unityengine/audio/realtimecontext)): The [RealtimeContext](/engine/6000.7/script-reference/unityengine/audio/realtimecontext.md) of the current mix cycle.**** (\[ChannelBuffer]\(/engine/6000.7/script-reference/unityengine/audio/channelbuffer)): The buffer holding the audio for the effect to process.**** (\[ChannelBuffer]\(/engine/6000.7/script-reference/unityengine/audio/channelbuffer)): The buffer the effect will put its processing result into.**** (\[Arguments]\(/engine/6000.7/script-reference/unityengine/audio/effectinstance/arguments)): Additional arguments passed along, which can be default-initialized.

### Returns

| Type                                                                                 | Description                                                                                                                                 |
| ------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- |
| [Result](/engine/6000.7/script-reference/unityengine/audio/effectinstance/result.md) | A [EffectInstance.Result](/engine/6000.7/script-reference/unityengine/audio/effectinstance/result.md) struct. It currently carries no data. |

### Remarks

In most use cases, you would not call this directly, but rather have the audio system call it for you. If you nest an [EffectInstance](/engine/6000.7/script-reference/unityengine/audio/effectinstance.md) inside another [ProcessorInstance](/engine/6000.7/script-reference/unityengine/audio/processorinstance.md), call this from the owning processor's real-time part, within a mix cycle.
