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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Collaborators: Lars Aalbertsen (@Rockylars)
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
public class G_AudioMonitor : MonoBehaviour
{
/* ----- TODO: ----------------------------
* Add summaries to the variables.
* Add summaries to the functions.
* Make the "FindAudioListener" not constantly use "Camera.main".
* --------------------------------------*/
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager = null;
private AudioListener m_audioListener = null;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull = GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
private float[] m_spectrum;
private float[] m_spectrumHighestValues;
private float m_maxDB;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get { return m_spectrum; } }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get { return m_spectrumHighestValues; } }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get { return m_maxDB; } }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable { get { return m_audioListener != null;} }
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioListener != null)
{
// Use this data to calculate the dB value
AudioListener.GetOutputData(m_spectrum, 0);
float sum = 0;
for (int i = 0; i < m_spectrum.Length; i++)
{
sum += m_spectrum[i] * m_spectrum[i]; // sum squared samples
}
float rmsValue = Mathf.Sqrt(sum / m_spectrum.Length); // rms = square root of average
m_maxDB = 20 * Mathf.Log10(rmsValue / m_refValue); // calculate dB
if (m_maxDB < -80) m_maxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData(m_spectrum, 0, m_FFTWindow);
for (int i = 0; i < m_spectrum.Length; i++)
{
// Update the highest value if its lower than the current one
if (m_spectrum[i] > m_spectrumHighestValues[i])
{
m_spectrumHighestValues[i] = m_spectrum[i];
}
// Slowly lower the value
else
{
m_spectrumHighestValues[i] = Mathf.Clamp
(
value: m_spectrumHighestValues[i] - m_spectrumHighestValues[i] * Time.deltaTime * 2,
min: 0,
max: 1
);
}
}
}
else if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS)
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER)
{
m_audioListener = FindAudioListener();
}
m_spectrum = new float[m_spectrumSize];
m_spectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB(float linear)
{
return Mathf.Clamp(Mathf.Log10(linear) * 20.0f, -160.0f, 0.0f);
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized(float db)
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
Camera mainCamera = Camera.main;
if (mainCamera != null)
{
return mainCamera.GetComponent<AudioListener>();
}
else
{
return null;
}
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD)
{
m_audioListener = FindAudioListener();
}
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}
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