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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 — 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.