FittsLaw/Assets/GoogleVR/Legacy/Scripts/Audio/GvrAudioSource.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 UnityEngine.Audio;
using System.Collections;
#pragma warning disable 0618 // Ignore GvrAudio* deprecation
/// GVR audio source component that enhances AudioSource to provide advanced spatial audio features.
#if UNITY_2017_1_OR_NEWER
[System.Obsolete("Please upgrade to Resonance Audio (https://developers.google.com/resonance-audio/migrate).")]
#endif // UNITY_2017_1_OR_NEWER
[AddComponentMenu("GoogleVR/Audio/GvrAudioSource")]
public class GvrAudioSource : MonoBehaviour {
/// Denotes whether the room effects should be bypassed.
public bool bypassRoomEffects = false;
/// Directivity pattern shaping factor.
public float directivityAlpha = 0.0f;
/// Directivity pattern order.
public float directivitySharpness = 1.0f;
/// Listener directivity pattern shaping factor.
public float listenerDirectivityAlpha = 0.0f;
/// Listener directivity pattern order.
public float listenerDirectivitySharpness = 1.0f;
/// Input gain in decibels.
public float gainDb = 0.0f;
/// Occlusion effect toggle.
public bool occlusionEnabled = false;
/// Play source on awake.
public bool playOnAwake = true;
/// The default AudioClip to play.
public AudioClip clip {
get { return sourceClip; }
set {
sourceClip = value;
if (audioSource != null) {
audioSource.clip = sourceClip;
}
}
}
[SerializeField]
private AudioClip sourceClip = null;
/// Is the clip playing right now (Read Only)?
public bool isPlaying {
get {
if (audioSource != null) {
return audioSource.isPlaying;
}
return false;
}
}
/// Is the audio clip looping?
public bool loop {
get { return sourceLoop; }
set {
sourceLoop = value;
if (audioSource != null) {
audioSource.loop = sourceLoop;
}
}
}
[SerializeField]
private bool sourceLoop = false;
/// Un- / Mutes the source. Mute sets the volume=0, Un-Mute restore the original volume.
public bool mute {
get { return sourceMute; }
set {
sourceMute = value;
if (audioSource != null) {
audioSource.mute = sourceMute;
}
}
}
[SerializeField]
private bool sourceMute = false;
/// The pitch of the audio source.
public float pitch {
get { return sourcePitch; }
set {
sourcePitch = value;
if (audioSource != null) {
audioSource.pitch = sourcePitch;
}
}
}
[SerializeField]
[Range(-3.0f, 3.0f)]
private float sourcePitch = 1.0f;
/// Sets the priority of the audio source.
public int priority {
get { return sourcePriority; }
set {
sourcePriority = value;
if(audioSource != null) {
audioSource.priority = sourcePriority;
}
}
}
[SerializeField]
[Range(0, 256)]
private int sourcePriority = 128;
/// Sets how much this source is affected by 3D spatialization calculations (attenuation, doppler).
public float spatialBlend {
get { return sourceSpatialBlend; }
set {
sourceSpatialBlend = value;
if (audioSource != null) {
audioSource.spatialBlend = sourceSpatialBlend;
}
}
}
[SerializeField]
[Range(0.0f, 1.0f)]
private float sourceSpatialBlend = 1.0f;
/// Sets the Doppler scale for this audio source.
public float dopplerLevel {
get { return sourceDopplerLevel; }
set {
sourceDopplerLevel = value;
if(audioSource != null) {
audioSource.dopplerLevel = sourceDopplerLevel;
}
}
}
[SerializeField]
[Range(0.0f, 5.0f)]
private float sourceDopplerLevel = 1.0f;
/// Sets the spread angle (in degrees) in 3D space.
public float spread {
get { return sourceSpread; }
set {
sourceSpread = value;
if(audioSource != null) {
audioSource.spread = sourceSpread;
}
}
}
[SerializeField]
[Range(0.0f, 360.0f)]
private float sourceSpread = 0.0f;
/// Playback position in seconds.
public float time {
get {
if(audioSource != null) {
return audioSource.time;
}
return 0.0f;
}
set {
if(audioSource != null) {
audioSource.time = value;
}
}
}
/// Playback position in PCM samples.
public int timeSamples {
get {
if(audioSource != null) {
return audioSource.timeSamples;
}
return 0;
}
set {
if(audioSource != null) {
audioSource.timeSamples = value;
}
}
}
/// The volume of the audio source (0.0 to 1.0).
public float volume {
get { return sourceVolume; }
set {
sourceVolume = value;
if (audioSource != null) {
audioSource.volume = sourceVolume;
}
}
}
[SerializeField]
[Range(0.0f, 1.0f)]
private float sourceVolume = 1.0f;
/// Volume rolloff model with respect to the distance.
public AudioRolloffMode rolloffMode {
get { return sourceRolloffMode; }
set {
sourceRolloffMode = value;
if (audioSource != null) {
audioSource.rolloffMode = sourceRolloffMode;
if (rolloffMode == AudioRolloffMode.Custom) {
// Custom rolloff is not supported, set the curve for no distance attenuation.
audioSource.SetCustomCurve(AudioSourceCurveType.CustomRolloff,
AnimationCurve.Linear(sourceMinDistance, 1.0f,
sourceMaxDistance, 1.0f));
}
}
}
}
[SerializeField]
private AudioRolloffMode sourceRolloffMode = AudioRolloffMode.Logarithmic;
/// MaxDistance is the distance a sound stops attenuating at.
public float maxDistance {
get { return sourceMaxDistance; }
set {
sourceMaxDistance = Mathf.Clamp(value, sourceMinDistance + GvrAudio.distanceEpsilon,
GvrAudio.maxDistanceLimit);
if(audioSource != null) {
audioSource.maxDistance = sourceMaxDistance;
}
}
}
[SerializeField]
private float sourceMaxDistance = 500.0f;
/// Within the Min distance the GvrAudioSource will cease to grow louder in volume.
public float minDistance {
get { return sourceMinDistance; }
set {
sourceMinDistance = Mathf.Clamp(value, 0.0f, GvrAudio.minDistanceLimit);
if(audioSource != null) {
audioSource.minDistance = sourceMinDistance;
}
}
}
[SerializeField]
private float sourceMinDistance = 1.0f;
/// Binaural (HRTF) rendering toggle.
[SerializeField]
private bool hrtfEnabled = true;
// Unity audio source attached to the game object.
[SerializeField]
private AudioSource audioSource = null;
// Unique source id.
private int id = -1;
// Current occlusion value;
private float currentOcclusion = 0.0f;
// Next occlusion update time in seconds.
private float nextOcclusionUpdate = 0.0f;
// Denotes whether the source is currently paused or not.
private bool isPaused = false;
void Awake () {
#if UNITY_EDITOR && UNITY_2017_1_OR_NEWER
Debug.LogWarningFormat(gameObject,
"Game object '{0}' uses deprecated {1} component.\nPlease upgrade to Resonance Audio ({2}).",
name, GetType().Name, "https://developers.google.com/resonance-audio/migrate");
#endif // UNITY_EDITOR && UNITY_2017_1_OR_NEWER
if (audioSource == null) {
// Ensure the audio source gets created once.
audioSource = gameObject.AddComponent<AudioSource>();
}
audioSource.enabled = false;
audioSource.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
audioSource.playOnAwake = false;
audioSource.bypassReverbZones = true;
#if UNITY_5_5_OR_NEWER
audioSource.spatializePostEffects = true;
#endif // UNITY_5_5_OR_NEWER
OnValidate();
// Route the source output to |GvrAudioMixer|.
AudioMixer mixer = (Resources.Load("GvrAudioMixer") as AudioMixer);
if(mixer != null) {
audioSource.outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];
} else {
Debug.LogError("GVRAudioMixer could not be found in Resources. Make sure that the GVR SDK " +
"Unity package is imported properly.");
}
}
void OnEnable () {
audioSource.enabled = true;
if (playOnAwake && !isPlaying && InitializeSource()) {
Play();
}
}
void Start () {
if (playOnAwake && !isPlaying) {
Play();
}
}
void OnDisable () {
Stop();
audioSource.enabled = false;
}
void OnDestroy () {
Destroy(audioSource);
}
void OnApplicationPause (bool pauseStatus) {
if (pauseStatus) {
Pause();
} else {
UnPause();
}
}
void Update () {
// Update occlusion state.
if (!occlusionEnabled) {
currentOcclusion = 0.0f;
} else if (Time.time >= nextOcclusionUpdate) {
nextOcclusionUpdate = Time.time + GvrAudio.occlusionDetectionInterval;
currentOcclusion = GvrAudio.ComputeOcclusion(transform);
}
// Update source.
if (!isPlaying && !isPaused) {
Stop();
} else {
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.Gain,
GvrAudio.ConvertAmplitudeFromDb(gainDb));
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.MinDistance,
sourceMinDistance);
GvrAudio.UpdateAudioSource(id, this, currentOcclusion);
}
}
/// Provides a block of the currently playing source's output data.
///
/// @note The array given in samples will be filled with the requested data before spatialization.
public void GetOutputData(float[] samples, int channel) {
if (audioSource != null) {
audioSource.GetOutputData(samples, channel);
}
}
/// Provides a block of the currently playing audio source's spectrum data.
///
/// @note The array given in samples will be filled with the requested data before spatialization.
public void GetSpectrumData(float[] samples, int channel, FFTWindow window) {
if (audioSource != null) {
audioSource.GetSpectrumData(samples, channel, window);
}
}
/// Pauses playing the clip.
public void Pause () {
if (audioSource != null) {
isPaused = true;
audioSource.Pause();
}
}
/// Plays the clip.
public void Play () {
if (audioSource != null && InitializeSource()) {
audioSource.Play();
isPaused = false;
} else {
Debug.LogWarning ("GVR Audio source not initialized. Audio playback not supported " +
"until after Awake() and OnEnable(). Try calling from Start() instead.");
}
}
/// Plays the clip with a delay specified in seconds.
public void PlayDelayed (float delay) {
if (audioSource != null && InitializeSource()) {
audioSource.PlayDelayed(delay);
isPaused = false;
} else {
Debug.LogWarning ("GVR Audio source not initialized. Audio playback not supported " +
"until after Awake() and OnEnable(). Try calling from Start() instead.");
}
}
/// Plays an AudioClip.
public void PlayOneShot (AudioClip clip) {
PlayOneShot(clip, 1.0f);
}
/// Plays an AudioClip, and scales its volume.
public void PlayOneShot (AudioClip clip, float volume) {
if (audioSource != null && InitializeSource()) {
audioSource.PlayOneShot(clip, volume);
isPaused = false;
} else {
Debug.LogWarning ("GVR Audio source not initialized. Audio playback not supported " +
"until after Awake() and OnEnable(). Try calling from Start() instead.");
}
}
/// Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads
/// from.
public void PlayScheduled (double time) {
if (audioSource != null && InitializeSource()) {
audioSource.PlayScheduled(time);
isPaused = false;
} else {
Debug.LogWarning ("GVR Audio source not initialized. Audio playback not supported " +
"until after Awake() and OnEnable(). Try calling from Start() instead.");
}
}
/// Changes the time at which a sound that has already been scheduled to play will end.
public void SetScheduledEndTime(double time) {
if (audioSource != null) {
audioSource.SetScheduledEndTime(time);
}
}
/// Changes the time at which a sound that has already been scheduled to play will start.
public void SetScheduledStartTime(double time) {
if (audioSource != null) {
audioSource.SetScheduledStartTime(time);
}
}
/// Stops playing the clip.
public void Stop () {
if (audioSource != null) {
audioSource.Stop();
ShutdownSource();
isPaused = true;
}
}
/// Unpauses the paused playback.
public void UnPause () {
if (audioSource != null) {
audioSource.UnPause();
isPaused = false;
}
}
// Initializes the source.
private bool InitializeSource () {
if (id < 0) {
id = GvrAudio.CreateAudioSource(hrtfEnabled);
if (id >= 0) {
GvrAudio.UpdateAudioSource(id, this, currentOcclusion);
audioSource.spatialize = true;
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.Type,
(float) GvrAudio.SpatializerType.Source);
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.Gain,
GvrAudio.ConvertAmplitudeFromDb(gainDb));
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.MinDistance,
sourceMinDistance);
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 0.0f);
// Source id must be set after all the spatializer parameters, to ensure that the source is
// properly initialized before processing.
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, (float) id);
}
}
return id >= 0;
}
// Shuts down the source.
private void ShutdownSource () {
if (id >= 0) {
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, -1.0f);
// Ensure that the output is zeroed after shutdown.
audioSource.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 1.0f);
audioSource.spatialize = false;
GvrAudio.DestroyAudioSource(id);
id = -1;
}
}
void OnDidApplyAnimationProperties () {
OnValidate();
}
void OnValidate () {
clip = sourceClip;
loop = sourceLoop;
mute = sourceMute;
pitch = sourcePitch;
priority = sourcePriority;
spatialBlend = sourceSpatialBlend;
volume = sourceVolume;
dopplerLevel = sourceDopplerLevel;
spread = sourceSpread;
minDistance = sourceMinDistance;
maxDistance = sourceMaxDistance;
rolloffMode = sourceRolloffMode;
}
void OnDrawGizmosSelected () {
// Draw listener directivity gizmo.
// Note that this is a very suboptimal way of finding the component, to be used in Unity Editor
// only, should not be used to access the component in run time.
GvrAudioListener listener = FindObjectOfType<GvrAudioListener>();
if(listener != null) {
Gizmos.color = GvrAudio.listenerDirectivityColor;
DrawDirectivityGizmo(listener.transform, listenerDirectivityAlpha,
listenerDirectivitySharpness, 180);
}
// Draw source directivity gizmo.
Gizmos.color = GvrAudio.sourceDirectivityColor;
DrawDirectivityGizmo(transform, directivityAlpha, directivitySharpness, 180);
}
// Draws a 3D gizmo in the Scene View that shows the selected directivity pattern.
private void DrawDirectivityGizmo (Transform target, float alpha, float sharpness,
int resolution) {
Vector2[] points = GvrAudio.Generate2dPolarPattern(alpha, sharpness, resolution);
// Compute |vertices| from the polar pattern |points|.
int numVertices = resolution + 1;
Vector3[] vertices = new Vector3[numVertices];
vertices[0] = Vector3.zero;
for (int i = 0; i < points.Length; ++i) {
vertices[i + 1] = new Vector3(points[i].x, 0.0f, points[i].y);
}
// Generate |triangles| from |vertices|. Two triangles per each sweep to avoid backface culling.
int[] triangles = new int[6 * numVertices];
for (int i = 0; i < numVertices - 1; ++i) {
int index = 6 * i;
if (i < numVertices - 2) {
triangles[index] = 0;
triangles[index + 1] = i + 1;
triangles[index + 2] = i + 2;
} else {
// Last vertex is connected back to the first for the last triangle.
triangles[index] = 0;
triangles[index + 1] = numVertices - 1;
triangles[index + 2] = 1;
}
// The second triangle facing the opposite direction.
triangles[index + 3] = triangles[index];
triangles[index + 4] = triangles[index + 2];
triangles[index + 5] = triangles[index + 1];
}
// Construct a new mesh for the gizmo.
Mesh directivityGizmoMesh = new Mesh();
directivityGizmoMesh.hideFlags = HideFlags.DontSaveInEditor;
directivityGizmoMesh.vertices = vertices;
directivityGizmoMesh.triangles = triangles;
directivityGizmoMesh.RecalculateNormals();
// Draw the mesh.
Vector3 scale = 2.0f * Mathf.Max(target.lossyScale.x, target.lossyScale.z) * Vector3.one;
Gizmos.DrawMesh(directivityGizmoMesh, target.position, target.rotation, scale);
}
}
#pragma warning restore 0618 // Restore warnings