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//! Unity Engine integration for VoiRS spatial audio
use super::audio::GamingAudioManager;
use crate::Result;
impl GamingAudioManager {
/// Initialize Unity-specific audio system
pub(super) async fn initialize_unity(&self) -> Result<()> {
// Unity-specific initialization
self.initialize_unity_audio_system().await?;
self.setup_unity_spatial_processing().await?;
self.configure_unity_memory_management().await?;
Ok(())
}
/// Initialize Unity audio mixer integration
async fn initialize_unity_audio_system(&self) -> Result<()> {
// Initialize Unity audio mixer integration
// This would integrate with Unity's AudioMixer API
tracing::info!("Initializing Unity audio system integration");
// Set up Unity-specific audio threading
let thread_count = match self.config.target_fps {
30 => 2,
60 => 4,
120 => 6,
_ => 4,
};
tracing::info!("Configuring Unity audio with {} threads", thread_count);
// Initialize Unity AudioSource pooling
self.setup_unity_audiosource_pool().await?;
// Configure Unity audio occlusion system
self.setup_unity_occlusion_system().await?;
Ok(())
}
/// Configure Unity's 3D audio spatializer
async fn setup_unity_spatial_processing(&self) -> Result<()> {
// Configure Unity's 3D audio spatializer
tracing::info!("Setting up Unity spatial audio processing");
// Enable Unity's built-in spatializer or custom spatializer plugin
// This would interface with Unity's Audio Spatializer SDK
// Configure HRTF processing for Unity
self.configure_unity_hrtf().await?;
// Set up Unity Audio Listener configuration
self.configure_unity_audio_listener().await?;
// Initialize Unity reverb zones integration
self.setup_unity_reverb_zones().await?;
Ok(())
}
/// Configure Unity-specific memory management
async fn configure_unity_memory_management(&self) -> Result<()> {
// Configure Unity-specific memory management
tracing::info!("Configuring Unity memory management");
// Set up Unity's audio memory pool
let audio_memory_size = (self.config.memory_budget_mb as f32 * 0.6) as u32; // 60% for audio data
let effect_memory_size = (self.config.memory_budget_mb as f32 * 0.3) as u32; // 30% for effects
let buffer_memory_size = (self.config.memory_budget_mb as f32 * 0.1) as u32; // 10% for buffers
tracing::info!(
"Unity memory allocation: {}MB audio, {}MB effects, {}MB buffers",
audio_memory_size,
effect_memory_size,
buffer_memory_size
);
// Configure Unity garbage collection settings for audio
self.configure_unity_gc_settings().await?;
Ok(())
}
/// Set up AudioSource component pooling for performance
async fn setup_unity_audiosource_pool(&self) -> Result<()> {
// Set up AudioSource component pooling for performance
tracing::info!("Setting up Unity AudioSource pooling system");
// This would create a pool of Unity AudioSource components
// to avoid runtime instantiation/destruction overhead
let pool_size = self.config.max_sources;
tracing::info!("Creating AudioSource pool with {} sources", pool_size);
Ok(())
}
/// Configure Unity audio occlusion and obstruction
async fn setup_unity_occlusion_system(&self) -> Result<()> {
// Configure Unity audio occlusion and obstruction
tracing::info!("Setting up Unity audio occlusion system");
// This would integrate with Unity's physics system for audio occlusion
// using raycasting to determine audio obstruction
Ok(())
}
/// Configure HRTF processing for Unity
async fn configure_unity_hrtf(&self) -> Result<()> {
// Configure HRTF processing for Unity
tracing::info!("Configuring Unity HRTF processing");
// This would set up Head-Related Transfer Function processing
// for realistic 3D audio in Unity
Ok(())
}
/// Configure Unity AudioListener component
async fn configure_unity_audio_listener(&self) -> Result<()> {
// Configure Unity AudioListener component
tracing::info!("Configuring Unity AudioListener");
// Set up the main audio listener configuration
// including doppler settings, volume curves, etc.
Ok(())
}
/// Set up Unity AudioReverbZone integration
async fn setup_unity_reverb_zones(&self) -> Result<()> {
// Set up Unity AudioReverbZone integration
tracing::info!("Setting up Unity AudioReverbZone integration");
// This would configure how VoiRS integrates with Unity's reverb zones
// for environmental audio effects
Ok(())
}
/// Configure garbage collection settings for Unity audio
async fn configure_unity_gc_settings(&self) -> Result<()> {
// Configure garbage collection settings for Unity audio
tracing::info!("Configuring Unity GC settings for audio");
// This would optimize Unity's garbage collection behavior
// to minimize audio interruptions
Ok(())
}
}