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