FittsLaw/Assets/GoogleVR/Legacy/Scripts/Audio/GvrAudio.cs

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2018-10-08 23:54:11 -04:00
// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
/// This is the main GVR audio class that communicates with the native code implementation of
/// the audio system. Native functions of the system can only be called through this class to
/// preserve the internal system functionality. Public function calls are *not* thread-safe.
#if UNITY_2017_1_OR_NEWER
[System.Obsolete("GvrAudio is deprecated. Please upgrade to Resonance Audio (https://developers.google.com/resonance-audio/migrate).")]
#endif // UNITY_2017_1_OR_NEWER
public static class GvrAudio {
/// Audio system rendering quality.
public enum Quality {
Stereo = 0, ///< Stereo-only rendering
Low = 1, ///< Low quality binaural rendering (first-order HRTF)
High = 2 ///< High quality binaural rendering (third-order HRTF)
}
/// Native audio spatializer effect data.
public enum SpatializerData {
Id = 0, /// ID.
Type = 1, /// Spatializer type.
NumChannels = 2, /// Number of input channels.
ChannelSet = 3, /// Soundfield channel set.
Gain = 4, /// Gain.
DistanceAttenuation = 5, /// Computed distance attenuation.
MinDistance = 6, /// Minimum distance for distance-based attenuation.
ZeroOutput = 7, /// Should zero out the output buffer?
}
/// Native audio spatializer type.
public enum SpatializerType {
Source = 0, /// 3D sound object.
Soundfield = 1 /// First-order ambisonic soundfield.
}
/// System sampling rate.
public static int SampleRate {
get { return sampleRate; }
}
private static int sampleRate = -1;
/// System number of output channels.
public static int NumChannels {
get { return numChannels; }
}
private static int numChannels = -1;
/// System number of frames per buffer.
public static int FramesPerBuffer {
get { return framesPerBuffer; }
}
private static int framesPerBuffer = -1;
/// Initializes the audio system with the current audio configuration.
/// @note This should only be called from the main Unity thread.
public static void Initialize (GvrAudioListener listener, Quality quality) {
if (!initialized) {
// Initialize the audio system.
AudioConfiguration config = AudioSettings.GetConfiguration();
sampleRate = config.sampleRate;
numChannels = (int)config.speakerMode;
framesPerBuffer = config.dspBufferSize;
if (numChannels != (int)AudioSpeakerMode.Stereo) {
Debug.LogError("Only 'Stereo' speaker mode is supported by GVR Audio.");
return;
}
Initialize((int) quality, sampleRate, numChannels, framesPerBuffer);
listenerTransform = listener.transform;
initialized = true;
} else if (listener.transform != listenerTransform) {
Debug.LogError("Only one GvrAudioListener component is allowed in the scene.");
GvrAudioListener.Destroy(listener);
}
}
/// Shuts down the audio system.
/// @note This should only be called from the main Unity thread.
public static void Shutdown (GvrAudioListener listener) {
if (initialized && listener.transform == listenerTransform) {
initialized = false;
Shutdown();
sampleRate = -1;
numChannels = -1;
framesPerBuffer = -1;
listenerTransform = null;
}
}
/// Updates the audio listener.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioListener (float globalGainDb, LayerMask occlusionMask) {
if (initialized) {
occlusionMaskValue = occlusionMask.value;
SetListenerGain(ConvertAmplitudeFromDb(globalGainDb));
}
}
/// Creates a new first-order ambisonic soundfield with a unique id.
/// @note This should only be called from the main Unity thread.
public static int CreateAudioSoundfield () {
int soundfieldId = -1;
if (initialized) {
soundfieldId = CreateSoundfield(numFoaChannels);
}
return soundfieldId;
}
/// Updates the |soundfield| with given |id| and its properties.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioSoundfield (int id, GvrAudioSoundfield soundfield) {
if (initialized) {
SetSourceBypassRoomEffects(id, soundfield.bypassRoomEffects);
}
}
/// Creates a new audio source with a unique id.
/// @note This should only be called from the main Unity thread.
public static int CreateAudioSource (bool hrtfEnabled) {
int sourceId = -1;
if (initialized) {
sourceId = CreateSoundObject(hrtfEnabled);
}
return sourceId;
}
/// Destroys the audio source with given |id|.
/// @note This should only be called from the main Unity thread.
public static void DestroyAudioSource (int id) {
if (initialized) {
DestroySource(id);
}
}
/// Updates the audio |source| with given |id| and its properties.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioSource (int id, GvrAudioSource source, float currentOcclusion) {
if (initialized) {
SetSourceBypassRoomEffects(id, source.bypassRoomEffects);
SetSourceDirectivity(id, source.directivityAlpha, source.directivitySharpness);
SetSourceListenerDirectivity(id, source.listenerDirectivityAlpha,
source.listenerDirectivitySharpness);
SetSourceOcclusionIntensity(id, currentOcclusion);
}
}
/// Updates the room effects of the environment with given |room| properties.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioRoom(GvrAudioRoom room, bool roomEnabled) {
// Update the enabled rooms list.
if (roomEnabled) {
if (!enabledRooms.Contains(room)) {
enabledRooms.Add(room);
}
} else {
enabledRooms.Remove(room);
}
// Update the current room effects to be applied.
if(initialized) {
if (enabledRooms.Count > 0) {
GvrAudioRoom currentRoom = enabledRooms[enabledRooms.Count - 1];
RoomProperties roomProperties = GetRoomProperties(currentRoom);
// Pass the room properties into a pointer.
IntPtr roomPropertiesPtr = Marshal.AllocHGlobal(Marshal.SizeOf(roomProperties));
Marshal.StructureToPtr(roomProperties, roomPropertiesPtr, false);
SetRoomProperties(roomPropertiesPtr);
Marshal.FreeHGlobal(roomPropertiesPtr);
} else {
// Set the room properties to null, which will effectively disable the room effects.
SetRoomProperties(IntPtr.Zero);
}
}
}
/// Computes the occlusion intensity of a given |source| using point source detection.
/// @note This should only be called from the main Unity thread.
public static float ComputeOcclusion (Transform sourceTransform) {
float occlusion = 0.0f;
if (initialized) {
Vector3 listenerPosition = listenerTransform.position;
Vector3 sourceFromListener = sourceTransform.position - listenerPosition;
int numHits = Physics.RaycastNonAlloc(listenerPosition, sourceFromListener, occlusionHits,
sourceFromListener.magnitude, occlusionMaskValue);
for (int i = 0; i < numHits; ++i) {
if (occlusionHits[i].transform != listenerTransform &&
occlusionHits[i].transform != sourceTransform) {
occlusion += 1.0f;
}
}
}
return occlusion;
}
/// Converts given |db| value to its amplitude equivalent where 'dB = 20 * log10(amplitude)'.
public static float ConvertAmplitudeFromDb (float db) {
return Mathf.Pow(10.0f, 0.05f * db);
}
/// Generates a set of points to draw a 2D polar pattern.
public static Vector2[] Generate2dPolarPattern (float alpha, float order, int resolution) {
Vector2[] points = new Vector2[resolution];
float interval = 2.0f * Mathf.PI / resolution;
for (int i = 0; i < resolution; ++i) {
float theta = i * interval;
// Magnitude |r| for |theta| in radians.
float r = Mathf.Pow(Mathf.Abs((1 - alpha) + alpha * Mathf.Cos(theta)), order);
points[i] = new Vector2(r * Mathf.Sin(theta), r * Mathf.Cos(theta));
}
return points;
}
/// Returns whether the listener is currently inside the given |room| boundaries.
public static bool IsListenerInsideRoom(GvrAudioRoom room) {
bool isInside = false;
if(initialized) {
Vector3 relativePosition = listenerTransform.position - room.transform.position;
Quaternion rotationInverse = Quaternion.Inverse(room.transform.rotation);
bounds.size = Vector3.Scale(room.transform.lossyScale, room.size);
isInside = bounds.Contains(rotationInverse * relativePosition);
}
return isInside;
}
/// Listener directivity GUI color.
public static readonly Color listenerDirectivityColor = 0.65f * Color.magenta;
/// Source directivity GUI color.
public static readonly Color sourceDirectivityColor = 0.65f * Color.blue;
/// Minimum distance threshold between |minDistance| and |maxDistance|.
public const float distanceEpsilon = 0.01f;
/// Max distance limit that can be set for volume rolloff.
public const float maxDistanceLimit = 1000000.0f;
/// Min distance limit that can be set for volume rolloff.
public const float minDistanceLimit = 990099.0f;
/// Maximum allowed gain value in decibels.
public const float maxGainDb = 24.0f;
/// Minimum allowed gain value in decibels.
public const float minGainDb = -24.0f;
/// Maximum allowed reverb brightness modifier value.
public const float maxReverbBrightness = 1.0f;
/// Minimum allowed reverb brightness modifier value.
public const float minReverbBrightness = -1.0f;
/// Maximum allowed reverb time modifier value.
public const float maxReverbTime = 3.0f;
/// Maximum allowed reflectivity multiplier of a room surface material.
public const float maxReflectivity = 2.0f;
/// Maximum allowed number of raycast hits for occlusion computation per source.
public const int maxNumOcclusionHits = 12;
/// Source occlusion detection rate in seconds.
public const float occlusionDetectionInterval = 0.2f;
/// Number of first-order ambisonic input channels.
public const int numFoaChannels = 4;
[StructLayout(LayoutKind.Sequential)]
private struct RoomProperties {
// Center position of the room in world space.
public float positionX;
public float positionY;
public float positionZ;
// Rotation (quaternion) of the room in world space.
public float rotationX;
public float rotationY;
public float rotationZ;
public float rotationW;
// Size of the shoebox room in world space.
public float dimensionsX;
public float dimensionsY;
public float dimensionsZ;
// Material name of each surface of the shoebox room.
public GvrAudioRoom.SurfaceMaterial materialLeft;
public GvrAudioRoom.SurfaceMaterial materialRight;
public GvrAudioRoom.SurfaceMaterial materialBottom;
public GvrAudioRoom.SurfaceMaterial materialTop;
public GvrAudioRoom.SurfaceMaterial materialFront;
public GvrAudioRoom.SurfaceMaterial materialBack;
// User defined uniform scaling factor for reflectivity. This parameter has no effect when set
// to 1.0f.
public float reflectionScalar;
// User defined reverb tail gain multiplier. This parameter has no effect when set to 0.0f.
public float reverbGain;
// Adjusts the reverberation time across all frequency bands. RT60 values are multiplied by this
// factor. Has no effect when set to 1.0f.
public float reverbTime;
// Controls the slope of a line from the lowest to the highest RT60 values (increases high
// frequency RT60s when positive, decreases when negative). Has no effect when set to 0.0f.
public float reverbBrightness;
};
// Converts given |position| and |rotation| from Unity space to audio space.
private static void ConvertAudioTransformFromUnity (ref Vector3 position,
ref Quaternion rotation) {
transformMatrix = Pose3D.FlipHandedness(Matrix4x4.TRS(position, rotation, Vector3.one));
position = transformMatrix.GetColumn(3);
rotation = Quaternion.LookRotation(transformMatrix.GetColumn(2), transformMatrix.GetColumn(1));
}
// Returns room properties of the given |room|.
private static RoomProperties GetRoomProperties(GvrAudioRoom room) {
RoomProperties roomProperties;
Vector3 position = room.transform.position;
Quaternion rotation = room.transform.rotation;
Vector3 scale = Vector3.Scale(room.transform.lossyScale, room.size);
ConvertAudioTransformFromUnity(ref position, ref rotation);
roomProperties.positionX = position.x;
roomProperties.positionY = position.y;
roomProperties.positionZ = position.z;
roomProperties.rotationX = rotation.x;
roomProperties.rotationY = rotation.y;
roomProperties.rotationZ = rotation.z;
roomProperties.rotationW = rotation.w;
roomProperties.dimensionsX = scale.x;
roomProperties.dimensionsY = scale.y;
roomProperties.dimensionsZ = scale.z;
roomProperties.materialLeft = room.leftWall;
roomProperties.materialRight = room.rightWall;
roomProperties.materialBottom = room.floor;
roomProperties.materialTop = room.ceiling;
roomProperties.materialFront = room.frontWall;
roomProperties.materialBack = room.backWall;
roomProperties.reverbGain = ConvertAmplitudeFromDb(room.reverbGainDb);
roomProperties.reverbTime = room.reverbTime;
roomProperties.reverbBrightness = room.reverbBrightness;
roomProperties.reflectionScalar = room.reflectivity;
return roomProperties;
}
// Boundaries instance to be used in room detection logic.
private static Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
// Container to store the currently active rooms in the scene.
private static List<GvrAudioRoom> enabledRooms = new List<GvrAudioRoom>();
// Denotes whether the system is initialized properly.
private static bool initialized = false;
// Listener transform.
private static Transform listenerTransform = null;
// Pre-allocated raycast hit list for occlusion computation.
private static RaycastHit[] occlusionHits = new RaycastHit[maxNumOcclusionHits];
// Occlusion layer mask.
private static int occlusionMaskValue = -1;
// 4x4 transformation matrix to be used in transform space conversion.
private static Matrix4x4 transformMatrix = Matrix4x4.identity;
#if !UNITY_EDITOR && UNITY_IOS
private const string pluginName = "__Internal";
#else
private const string pluginName = "audioplugingvrunity";
#endif // !UNITY_EDITOR && UNITY_IOS
// Listener handlers.
[DllImport(pluginName)]
private static extern void SetListenerGain (float gain);
// Soundfield handlers.
[DllImport(pluginName)]
private static extern int CreateSoundfield (int numChannels);
// Source handlers.
[DllImport(pluginName)]
private static extern int CreateSoundObject (bool enableHrtf);
[DllImport(pluginName)]
private static extern void DestroySource (int sourceId);
[DllImport(pluginName)]
private static extern void SetSourceBypassRoomEffects (int sourceId, bool bypassRoomEffects);
[DllImport(pluginName)]
private static extern void SetSourceDirectivity (int sourceId, float alpha, float order);
[DllImport(pluginName)]
private static extern void SetSourceListenerDirectivity (int sourceId, float alpha, float order);
[DllImport(pluginName)]
private static extern void SetSourceOcclusionIntensity (int sourceId, float intensity);
// Room handlers.
[DllImport(pluginName)]
private static extern void SetRoomProperties (IntPtr roomProperties);
// System handlers.
[DllImport(pluginName)]
private static extern void Initialize (int quality, int sampleRate, int numChannels,
int framesPerBuffer);
[DllImport(pluginName)]
private static extern void Shutdown ();
}