fractal audio
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parent
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commit
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bpm: 180
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bpm: 180
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@ -2,8 +2,9 @@ using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class AudioBeatManager : MonoBehaviour
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public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
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{
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{
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[SerializeField] private float bpm;
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[SerializeField] private float bpm;
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public float TimeBetweenBeats => _bps * Time.deltaTime;
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public float TimeBetweenBeats => _bps * Time.deltaTime;
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@ -12,7 +13,10 @@ public class AudioBeatManager : MonoBehaviour
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private int _currentBeat = 0;
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private int _currentBeat = 0;
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private float _timer;
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private float _timer;
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public IntEvent OnBeat;
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[SerializeField] [FormerlySerializedAs("OnBeat")]
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private IntEvent _onBeat;
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public IntEvent OnBeat => _onBeat;
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public event Action<int> OnBeatEvent;
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public event Action<int> OnBeatEvent;
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private void Awake()
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private void Awake()
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{
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{
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@ -33,3 +37,9 @@ public class AudioBeatManager : MonoBehaviour
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}
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}
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}
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}
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}
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}
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public interface IAudioBeatManager
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{
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public IntEvent OnBeat { get; }
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public event Action<int> OnBeatEvent;
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}
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@ -0,0 +1,40 @@
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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.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using FMODUnity;
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using NUnit.Framework;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class AudioVisualizer : MonoBehaviour
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{
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[SerializeField] private Renderer _fractal;
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[SerializeField] private Renderer _tunnel;
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[SerializeField] private AudioVisualizerSettings _settings;
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// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
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// private FMOD.Studio.EventInstance _event;
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private FMOD.DSP _fft;
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private float _initialPower;
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private void Start()
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{
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// _event = RuntimeManager.CreateInstance("event:/Music");
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RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.FFT, out _fft);
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RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
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channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
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_settings.Initialise(_fractal.material, _tunnel.material);
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}
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private void LateUpdate()
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{
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_settings.Update(_fft, _fractal, _tunnel);
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}
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}
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@ -0,0 +1,67 @@
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using System;
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using System.Runtime.InteropServices;
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using FMOD;
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using UnityEngine;
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[CreateAssetMenu(menuName = "Audio Visualizer Settings")]
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public class AudioVisualizerSettings : ScriptableObject
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{
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[Serializable]
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private struct ShaderPropertyAnimation
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{
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public string name;
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public float multiplier;
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[UnityEngine.Range(0, 5)]
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public int channel;
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[UnityEngine.Range(0, 2048)]
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public int sample;
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public float Initial { get; set; }
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}
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[SerializeField] private ShaderPropertyAnimation[] _fractalAnimations;
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[SerializeField] private ShaderPropertyAnimation[] _tunnelAnimations;
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|
|
||||||
|
public void Initialise(Material fractal, Material tunnel)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _fractalAnimations.Length; i++)
|
||||||
|
{
|
||||||
|
var anim = _fractalAnimations[i];
|
||||||
|
anim.Initial = fractal.GetFloat(anim.name);
|
||||||
|
_fractalAnimations[i] = anim;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < _tunnelAnimations.Length; i++)
|
||||||
|
{
|
||||||
|
var anim = _tunnelAnimations[i];
|
||||||
|
anim.Initial = tunnel.GetFloat(anim.name);
|
||||||
|
_tunnelAnimations[i] = anim;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(DSP fft, Renderer fractal, Renderer tunnel)
|
||||||
|
{
|
||||||
|
fft.getParameterData((int) FMOD.DSP_FFT.SPECTRUMDATA, out var unmanagedData, out var length);
|
||||||
|
var fftData = (FMOD.DSP_PARAMETER_FFT) Marshal.PtrToStructure(unmanagedData, typeof(FMOD.DSP_PARAMETER_FFT));
|
||||||
|
|
||||||
|
var spectrum = fftData.spectrum;
|
||||||
|
var l = spectrum.Length;
|
||||||
|
if (l == 0) return;
|
||||||
|
|
||||||
|
for (int i = 0; i < _fractalAnimations.Length; i++)
|
||||||
|
{
|
||||||
|
var anim = _fractalAnimations[i];
|
||||||
|
var a = spectrum[anim.channel][anim.sample];
|
||||||
|
|
||||||
|
fractal.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < _tunnelAnimations.Length; i++)
|
||||||
|
{
|
||||||
|
var anim = _tunnelAnimations[i];
|
||||||
|
var a = spectrum[anim.channel][anim.sample];
|
||||||
|
|
||||||
|
tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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guid: a918b83cb0f52b445bf4975f41eaf321
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|
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,18 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class FractalController : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -0,0 +1,16 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
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|
MonoBehaviour:
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|
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 0}
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|
m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a918b83cb0f52b445bf4975f41eaf321, type: 3}
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|
m_Name: Audio Visualiser Settings
|
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|
m_EditorClassIdentifier:
|
||||||
|
_fractalAnimations: []
|
||||||
|
_tunnelAnimations: []
|
|
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: 65b0561f3154c9f438c3a1e1b443d03d
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|
NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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|
assetBundleVariant:
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Loading…
Reference in New Issue