Assets/Plugins/Unity.DSPGraph/Runtime/DSPCommandBlock.cs
/// <summary>
/// Asynchronously releases the DSPNode and automatically disconnects all inputs and outputs.
/// </summary>
/// <remarks>
/// It also releases all the resources allocation through the resource context.
/// </remarks>
/// <param name="node">The node to release</param>
Asynchronously releases the DSPNode and automatically disconnects all inputs and outputs.
Asynchronously releases the DSPNode and automatically disconnects all inputs and outputs .
public void ReleaseDSPNode(DSPNode node)
        {
            AssertSameGraphAsNode(node);
            QueueCommand(new ReleaseDSPNodeCommand
            {
                m_Type = DSPCommandType.ReleaseDSPNode,
                m_Graph = m_Graph,
                m_Handle = m_Handle,
                m_NodeHandle = node.Handle,
            });
        }
public void ReleaseDSPNode ( DSPNode node ) { AssertSameGraphAsNode ( node ) ; QueueCommand ( new ReleaseDSPNodeCommand { m_Type = DSPCommandType . ReleaseDSPNode , m_Graph = m_Graph , m_Handle = m_Handle , m_NodeHandle = node . Handle , } ) ; }
Asynchronously releases the DSPNode and automatically disconnects all inputs and outputs.
Asynchronously releases the DSPNode and automatically disconnects all inputs and outputs .
node
DSPNode
The node to release
The node to release
remarks
It also releases all the resources allocation through the resource context.
It also releases all the resources allocation through the resource context .