FittsLaw/Assets/GoogleVR/Legacy/Scripts/Audio/GvrAudioSoundfield.cs
2018-10-08 23:54:11 -04:00

507 lines
16 KiB
C#

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