client-sdk-unity icon indicating copy to clipboard operation
client-sdk-unity copied to clipboard

πŸ”ˆ Can't Access LiveKit AudioStream Data for Runtime Analysis in Unity

Open chiddyBenno opened this issue 11 months ago β€’ 0 comments

Hi LiveKit team,

I'm trying to access remote audio data from AudioStream in Unity for real-time analysis (e.g. lip-sync or visualizers). The audio plays correctly via RtcAudioSource, but the actual sample data seems inaccessible.

I tried using OnAudioFilterRead on the AudioSource, but it returns only zeros β€” likely because LiveKit bypasses Unity’s standard audio pipeline. The internal OnAudioRead() in AudioStream does receive sample data, but it's not exposed publicly.

Feature Request: Could you expose the most recent audio samples or amplitude via a public event/property (e.g. CurrentAmplitude)? This would allow external systems to react to the incoming audio in real-time without modifying the SDK.

Thanks for considering this! Benjamin

chiddyBenno avatar Apr 09 '25 09:04 chiddyBenno