507 lines
16 KiB
C#
507 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 UnityEngine.Audio;
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using System.Collections;
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#pragma warning disable 0618 // Ignore GvrAudio* deprecation
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/// GVR soundfield component that allows playback of first-order ambisonic recordings. The audio
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/// sample should be in Ambix (ACN-SN3D) format.
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#if UNITY_2017_1_OR_NEWER
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[System.Obsolete("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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[AddComponentMenu("GoogleVR/Audio/GvrAudioSoundfield")]
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public class GvrAudioSoundfield : MonoBehaviour {
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/// Denotes whether the room effects should be bypassed.
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public bool bypassRoomEffects = true;
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/// Input gain in decibels.
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public float gainDb = 0.0f;
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/// Play source on awake.
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public bool playOnAwake = true;
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/// The default AudioClip to play.
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public AudioClip clip0102 {
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get { return soundfieldClip0102; }
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set {
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soundfieldClip0102 = value;
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if (audioSources != null && audioSources.Length > 0) {
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audioSources[0].clip = soundfieldClip0102;
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}
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}
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}
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[SerializeField]
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private AudioClip soundfieldClip0102 = null;
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public AudioClip clip0304 {
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get { return soundfieldClip0304; }
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set {
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soundfieldClip0304 = value;
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if (audioSources != null && audioSources.Length > 0) {
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audioSources[1].clip = soundfieldClip0304;
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}
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}
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}
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[SerializeField]
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private AudioClip soundfieldClip0304 = null;
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/// Is the clip playing right now (Read Only)?
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public bool isPlaying {
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get {
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if(audioSources != null && audioSources.Length > 0) {
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return audioSources[0].isPlaying;
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}
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return false;
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}
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}
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/// Is the audio clip looping?
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public bool loop {
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get { return soundfieldLoop; }
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set {
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soundfieldLoop = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].loop = soundfieldLoop;
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}
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}
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}
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}
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[SerializeField]
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private bool soundfieldLoop = false;
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/// Un- / Mutes the soundfield. Mute sets the volume=0, Un-Mute restore the original volume.
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public bool mute {
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get { return soundfieldMute; }
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set {
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soundfieldMute = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].mute = soundfieldMute;
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}
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}
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}
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}
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[SerializeField]
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private bool soundfieldMute = false;
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/// The pitch of the audio source.
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public float pitch {
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get { return soundfieldPitch; }
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set {
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soundfieldPitch = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].pitch = soundfieldPitch;
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}
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}
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}
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}
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[SerializeField]
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[Range(-3.0f, 3.0f)]
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private float soundfieldPitch = 1.0f;
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/// Sets the priority of the soundfield.
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public int priority {
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get { return soundfieldPriority; }
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set {
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soundfieldPriority = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].priority = soundfieldPriority;
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}
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}
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}
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}
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[SerializeField]
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[Range(0, 256)]
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private int soundfieldPriority = 32;
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/// Sets how much this soundfield is affected by 3D spatialization calculations
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/// (attenuation, doppler).
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public float spatialBlend {
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get { return soundfieldSpatialBlend; }
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set {
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soundfieldSpatialBlend = value;
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].spatialBlend = soundfieldSpatialBlend;
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}
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}
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}
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}
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[SerializeField]
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[Range(0.0f, 1.0f)]
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private float soundfieldSpatialBlend = 0.0f;
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/// Sets the Doppler scale for this soundfield.
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public float dopplerLevel {
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get { return soundfieldDopplerLevel; }
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set {
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soundfieldDopplerLevel = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].dopplerLevel = soundfieldDopplerLevel;
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}
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}
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}
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}
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[SerializeField]
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[Range(0.0f, 5.0f)]
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private float soundfieldDopplerLevel = 0.0f;
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/// Playback position in seconds.
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public float time {
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get {
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if(audioSources != null && audioSources.Length > 0) {
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return audioSources[0].time;
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}
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return 0.0f;
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}
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set {
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].time = value;
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}
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}
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}
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}
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/// Playback position in PCM samples.
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public int timeSamples {
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get {
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if(audioSources != null && audioSources.Length > 0) {
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return audioSources[0].timeSamples;
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}
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return 0;
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}
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set {
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].timeSamples = value;
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}
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}
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}
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}
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/// The volume of the audio source (0.0 to 1.0).
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public float volume {
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get { return soundfieldVolume; }
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set {
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soundfieldVolume = value;
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].volume = soundfieldVolume;
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}
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}
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}
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}
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[SerializeField]
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[Range(0.0f, 1.0f)]
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private float soundfieldVolume = 1.0f;
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/// Volume rolloff model with respect to the distance.
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public AudioRolloffMode rolloffMode {
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get { return soundfieldRolloffMode; }
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set {
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soundfieldRolloffMode = value;
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].rolloffMode = soundfieldRolloffMode;
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if (rolloffMode == AudioRolloffMode.Custom) {
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// Custom rolloff is not supported, set the curve for no distance attenuation.
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audioSources[channelSet].SetCustomCurve(
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AudioSourceCurveType.CustomRolloff,
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AnimationCurve.Linear(soundfieldMinDistance, 1.0f, soundfieldMaxDistance, 1.0f));
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}
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}
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}
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}
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}
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[SerializeField]
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private AudioRolloffMode soundfieldRolloffMode = AudioRolloffMode.Logarithmic;
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/// MaxDistance is the distance a sound stops attenuating at.
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public float maxDistance {
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get { return soundfieldMaxDistance; }
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set {
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soundfieldMaxDistance = Mathf.Clamp(value, soundfieldMinDistance + GvrAudio.distanceEpsilon,
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GvrAudio.maxDistanceLimit);
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].maxDistance = soundfieldMaxDistance;
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}
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}
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}
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}
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[SerializeField]
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private float soundfieldMaxDistance = 500.0f;
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/// Within the Min distance the GvrAudioSource will cease to grow louder in volume.
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public float minDistance {
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get { return soundfieldMinDistance; }
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set {
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soundfieldMinDistance = Mathf.Clamp(value, 0.0f, GvrAudio.minDistanceLimit);
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].minDistance = soundfieldMinDistance;
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}
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}
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}
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}
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[SerializeField]
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private float soundfieldMinDistance = 1.0f;
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// Unique source id.
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private int id = -1;
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// Unity audio sources per each soundfield channel set.
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private AudioSource[] audioSources = null;
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// Denotes whether the source is currently paused or not.
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private bool isPaused = false;
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void Awake () {
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#if UNITY_EDITOR && UNITY_2017_1_OR_NEWER
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Debug.LogWarningFormat(gameObject,
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"Game object '{0}' uses deprecated {1} component.\nPlease upgrade to Resonance Audio ({2}).",
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name, GetType().Name, "https://developers.google.com/resonance-audio/migrate");
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#endif // UNITY_EDITOR && UNITY_2017_1_OR_NEWER
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// Route the source output to |GvrAudioMixer|.
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AudioMixer mixer = (Resources.Load("GvrAudioMixer") as AudioMixer);
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if(mixer == null) {
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Debug.LogError("GVRAudioMixer could not be found in Resources. Make sure that the GVR SDK" +
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"Unity package is imported properly.");
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return;
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}
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audioSources = new AudioSource[GvrAudio.numFoaChannels / 2];
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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GameObject channelSetObject = new GameObject("Channel Set " + channelSet);
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channelSetObject.transform.parent = gameObject.transform;
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channelSetObject.transform.localPosition = Vector3.zero;
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channelSetObject.transform.localRotation = Quaternion.identity;
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channelSetObject.hideFlags = HideFlags.HideAndDontSave;
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audioSources[channelSet] = channelSetObject.AddComponent<AudioSource>();
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audioSources[channelSet].enabled = false;
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audioSources[channelSet].playOnAwake = false;
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audioSources[channelSet].bypassReverbZones = true;
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#if UNITY_5_5_OR_NEWER
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audioSources[channelSet].spatializePostEffects = true;
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#endif // UNITY_5_5_OR_NEWER
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audioSources[channelSet].outputAudioMixerGroup = mixer.FindMatchingGroups("Master")[0];
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}
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OnValidate();
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}
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void OnEnable () {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].enabled = true;
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}
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if (playOnAwake && !isPlaying && InitializeSoundfield()) {
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Play();
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}
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}
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void Start () {
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if (playOnAwake && !isPlaying) {
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Play();
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}
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}
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void OnDisable () {
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Stop();
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].enabled = false;
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}
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}
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void OnDestroy () {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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Destroy(audioSources[channelSet].gameObject);
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}
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}
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void OnApplicationPause (bool pauseStatus) {
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if (pauseStatus) {
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Pause();
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} else {
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UnPause();
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}
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}
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void Update () {
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// Update soundfield.
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if (!isPlaying && !isPaused) {
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Stop();
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} else {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].SetSpatializerFloat((int) GvrAudio.SpatializerData.Gain,
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GvrAudio.ConvertAmplitudeFromDb(gainDb));
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audioSources[channelSet].SetSpatializerFloat((int) GvrAudio.SpatializerData.MinDistance,
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soundfieldMinDistance);
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}
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GvrAudio.UpdateAudioSoundfield(id, this);
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}
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}
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/// Pauses playing the clip.
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public void Pause () {
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if (audioSources != null) {
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isPaused = true;
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].Pause();
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}
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}
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}
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/// Plays the clip.
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public void Play () {
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double dspTime = AudioSettings.dspTime;
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PlayScheduled(dspTime);
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}
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/// Plays the clip with a delay specified in seconds.
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public void PlayDelayed (float delay) {
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double delayedDspTime = AudioSettings.dspTime + (double)delay;
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PlayScheduled(delayedDspTime);
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}
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/// Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads
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/// from.
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public void PlayScheduled (double time) {
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if (audioSources != null && InitializeSoundfield()) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].PlayScheduled(time);
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}
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isPaused = false;
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} else {
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Debug.LogWarning ("GVR Audio soundfield not initialized. Audio playback not supported " +
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"until after Awake() and OnEnable(). Try calling from Start() instead.");
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}
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}
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/// Changes the time at which a sound that has already been scheduled to play will end.
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public void SetScheduledEndTime(double time) {
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].SetScheduledEndTime(time);
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}
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}
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}
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/// Changes the time at which a sound that has already been scheduled to play will start.
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public void SetScheduledStartTime(double time) {
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].SetScheduledStartTime(time);
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}
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}
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}
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/// Stops playing the clip.
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public void Stop () {
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if(audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].Stop();
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}
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ShutdownSoundfield();
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isPaused = false;
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}
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}
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/// Unpauses the paused playback.
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public void UnPause () {
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if (audioSources != null) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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audioSources[channelSet].UnPause();
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}
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isPaused = false;
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}
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}
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// Initializes the source.
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private bool InitializeSoundfield () {
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if (id < 0) {
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id = GvrAudio.CreateAudioSoundfield();
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if (id >= 0) {
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GvrAudio.UpdateAudioSoundfield(id, this);
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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InitializeChannelSet(audioSources[channelSet], channelSet);
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}
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}
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}
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return id >= 0;
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}
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// Shuts down the source.
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private void ShutdownSoundfield () {
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if (id >= 0) {
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for (int channelSet = 0; channelSet < audioSources.Length; ++channelSet) {
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ShutdownChannelSet(audioSources[channelSet], channelSet);
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}
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GvrAudio.DestroyAudioSource(id);
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id = -1;
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}
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}
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// Initializes given channel set of the soundfield.
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private void InitializeChannelSet(AudioSource source, int channelSet) {
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source.spatialize = true;
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Type,
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(float) GvrAudio.SpatializerType.Soundfield);
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.NumChannels,
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(float) GvrAudio.numFoaChannels);
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ChannelSet, (float) channelSet);
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Gain,
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GvrAudio.ConvertAmplitudeFromDb(gainDb));
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.MinDistance, soundfieldMinDistance);
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 0.0f);
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// Soundfield id must be set after all the spatializer parameters, to ensure that the soundfield
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// is properly initialized before processing.
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, (float) id);
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}
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// Shuts down given channel set of the soundfield.
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private void ShutdownChannelSet(AudioSource source, int channelSet) {
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.Id, -1.0f);
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// Ensure that the output is zeroed after shutdown.
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source.SetSpatializerFloat((int) GvrAudio.SpatializerData.ZeroOutput, 1.0f);
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source.spatialize = false;
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}
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void OnDidApplyAnimationProperties () {
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OnValidate();
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}
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void OnValidate () {
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clip0102 = soundfieldClip0102;
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clip0304 = soundfieldClip0304;
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loop = soundfieldLoop;
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mute = soundfieldMute;
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pitch = soundfieldPitch;
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priority = soundfieldPriority;
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spatialBlend = soundfieldSpatialBlend;
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volume = soundfieldVolume;
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dopplerLevel = soundfieldDopplerLevel;
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minDistance = soundfieldMinDistance;
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maxDistance = soundfieldMaxDistance;
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rolloffMode = soundfieldRolloffMode;
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}
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}
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#pragma warning restore 0618 // Restore warnings
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