/* --------------------------------------- * 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 Tayx.Graphy.Graph; using UnityEngine; using UnityEngine.UI; namespace Tayx.Graphy.Audio { public class G_AudioGraph : G_Graph { /* ----- TODO: ---------------------------- * Add summaries to the variables. * Add summaries to the functions. * Check if we should add a "RequireComponent" for "AudioMonitor". * --------------------------------------*/ #region Variables -> Serialized Private [SerializeField] private Image m_imageGraph = null; [SerializeField] private Image m_imageGraphHighestValues = null; [SerializeField] private Shader ShaderFull = null; [SerializeField] private Shader ShaderLight = null; #endregion #region Variables -> Private private GraphyManager m_graphyManager = null; private G_AudioMonitor m_audioMonitor = null; private int m_resolution = 40; private G_GraphShader m_shaderGraph = null; private G_GraphShader m_shaderGraphHighestValues = null; private float[] m_graphArray; private float[] m_graphArrayHighestValue; #endregion #region Methods -> Unity Callbacks private void OnEnable() { Init(); } private void Update() { if (m_audioMonitor.SpectrumDataAvailable) { UpdateGraph(); } } #endregion #region Methods -> Public public void UpdateParameters() { switch (m_graphyManager.GraphyMode) { case GraphyManager.Mode.FULL: m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull; m_shaderGraph.Image.material = new Material(ShaderFull); m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull; m_shaderGraphHighestValues.Image.material = new Material(ShaderFull); break; case GraphyManager.Mode.LIGHT: m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight; m_shaderGraph.Image.material = new Material(ShaderLight); m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight; m_shaderGraphHighestValues.Image.material = new Material(ShaderLight); break; } m_shaderGraph.InitializeShader(); m_shaderGraphHighestValues.InitializeShader(); m_resolution = m_graphyManager.AudioGraphResolution; CreatePoints(); } #endregion #region Methods -> Protected Override protected override void UpdateGraph() { int incrementPerIteration = Mathf.FloorToInt(m_audioMonitor.Spectrum.Length / (float)m_resolution); // Current values ------------------------- for (int i = 0; i <= m_resolution - 1; i++) { float currentValue = 0; for (int j = 0; j < incrementPerIteration; j++) { currentValue += m_audioMonitor.Spectrum[i * incrementPerIteration + j]; } // Uses 3 values for each bar to accomplish that look if ((i + 1) % 3 == 0 && i > 1) { float value = ( m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration)) + m_graphArray[i - 1] + m_graphArray[i - 2] ) / 3; m_graphArray[i] = value; m_graphArray[i - 1] = value; m_graphArray[i - 2] = -1; // Always set the third one to -1 to leave gaps in the graph and improve readability } else { m_graphArray[i] = m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration)); } } for (int i = 0; i <= m_resolution - 1; i++) { m_shaderGraph.Array[i] = m_graphArray[i]; } m_shaderGraph.UpdatePoints(); // Highest values ------------------------- for (int i = 0; i <= m_resolution - 1; i++) { float currentValue = 0; for (int j = 0; j < incrementPerIteration; j++) { currentValue += m_audioMonitor.SpectrumHighestValues[i * incrementPerIteration + j]; } // Uses 3 values for each bar to accomplish that look if ((i + 1) % 3 == 0 && i > 1) { float value = ( m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration)) + m_graphArrayHighestValue[i - 1] + m_graphArrayHighestValue[i - 2] ) / 3; m_graphArrayHighestValue[i] = value; m_graphArrayHighestValue[i - 1] = value; m_graphArrayHighestValue[i - 2] = -1; // Always set the third one to -1 to leave gaps in the graph and improve readability } else { m_graphArrayHighestValue[i] = m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration)); } } for (int i = 0; i <= m_resolution - 1; i++) { m_shaderGraphHighestValues.Array[i] = m_graphArrayHighestValue[i]; } m_shaderGraphHighestValues.UpdatePoints(); } protected override void CreatePoints() { // Init Arrays m_shaderGraph.Array = new float[m_resolution]; m_shaderGraphHighestValues.Array = new float[m_resolution]; m_graphArray = new float[m_resolution]; m_graphArrayHighestValue = new float[m_resolution]; for (int i = 0; i < m_resolution; i++) { m_shaderGraph.Array[i] = 0; m_shaderGraphHighestValues.Array[i] = 0; } // Color m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor; m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor; m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor; m_shaderGraph.UpdateColors(); m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor; m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor; m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor; m_shaderGraphHighestValues.UpdateColors(); // Threshold m_shaderGraph.GoodThreshold = 0; m_shaderGraph.CautionThreshold = 0; m_shaderGraph.UpdateThresholds(); m_shaderGraphHighestValues.GoodThreshold = 0; m_shaderGraphHighestValues.CautionThreshold = 0; m_shaderGraphHighestValues.UpdateThresholds(); // Update Array m_shaderGraph.UpdateArray(); m_shaderGraphHighestValues.UpdateArray(); // Average m_shaderGraph.Average = 0; m_shaderGraph.UpdateAverage(); m_shaderGraphHighestValues.Average = 0; m_shaderGraphHighestValues.UpdateAverage(); } #endregion #region Methods -> Private private void Init() { m_graphyManager = transform.root.GetComponentInChildren(); m_audioMonitor = GetComponent(); m_shaderGraph = new G_GraphShader { Image = m_imageGraph }; m_shaderGraphHighestValues = new G_GraphShader { Image = m_imageGraphHighestValues }; UpdateParameters(); } #endregion } }