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I am facing a strange issue where it seems like AkAudioInputManager.PostAudioInputEvent doesn't seem to be consuming samples when the game does not have focus.
What I am doing is trying to integrate Vivox with Unity and Wwise. When the game is in focus, the audio plays nicely. When the game is not in focus, the playback sounds sped up and eventually it seems like the audio catches up.
On a Vivox tap, I have an OnAudioFilterRead write data to a buffer. Then, in the AudioSampleDelegate, I copy from the buffer into the samples array.

Help would be appreciated.
in General Discussion by Quan W. (100 points)

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