libgme_soundtouch
.Library File | Feature |
libgme_fdkaac | 1. Used to enter an SD or HD voice room. 2. Used to play back accompaniment files in ACC format |
libgme_faad2 | Used to play back accompaniment files in MP4 format |
libgme_ogg | Used to play back accompaniment files in OGG format |
libgme_lamemp3 | Used to play back accompaniment files in MP3 format |
libgme_soundtouch | Used for voice changing and pitch changing |
Editor OnPostprocessBuild
script and use the UnityEditor.iOS.Xcode.Extensions.PBXProjectExtensions.AddFileToEmbedFrameworks
API, which will automatically copy the dynamic library to the framework
directory of the final output Bundle and sign it.add_dylib.cs
script file in the demo project and put this part of code in the Editor
folder of the project as needed.[UnityEditor.Callbacks.PostProcessBuild(1002)]public static void OnPostprocessBuild (UnityEditor.BuildTarget BuildTarget, string path){if (BuildTarget == UnityEditor.BuildTarget.iOS) {UnityEngine.Debug.Log ("OnPostprocessBuild add_dylib:" + path);#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX{string projPath = UnityEditor.iOS.Xcode.PBXProject.GetPBXProjectPath (path);UnityEditor.iOS.Xcode.PBXProject proj = new UnityEditor.iOS.Xcode.PBXProject ();proj.ReadFromString (System.IO.File.ReadAllText (projPath));// string targetGuid = proj.TargetGuidByName (UnityEditor.iOS.Xcode.PBXProject.GetUnityTargetName ()); // 2018string targetGuid = proj.GetUnityMainTargetGuid(); // 2019// Delete according to the imported frameworksstring[] framework_names = {"libgme_fdkaac.framework","libgme_lamemp3.framework","libgme_ogg.framework","libgme_soundtouch.framework"};for (int i = 0; i < framework_names.Length; i++){string framework_name = framework_names[i];string dylibGuid = null;dylibGuid = proj.FindFileGuidByProjectPath("Frameworks/Plugins/iOS/" + framework_name);if (dylibGuid == null) {UnityEngine.Debug.LogWarning (framework_name + " guid not found");} else {UnityEngine.Debug.LogWarning (framework_name + " guid:" + dylibGuid);proj.AddDynamicFramework (targetGuid, dylibGuid);System.IO.File.WriteAllText (projPath, proj.WriteToString ());}}}}}
UnityEditor.iOS.Xcode.Extensions
. You can export the UnityEditor.iOS.Xcode
package from a higher version for use in a lower version, or directly decompress the attachment UnityEditorAV.iOS.XCode.zip and place it in the Editor
folder of the project directory.
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