fractal audio
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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.Generic;
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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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[SerializeField] private float bpm;
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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 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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private void Awake()
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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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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)
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{
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for (int i = 0; i < _fractalAnimations.Length; i++)
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{
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var anim = _fractalAnimations[i];
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anim.Initial = fractal.GetFloat(anim.name);
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_fractalAnimations[i] = anim;
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}
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for (int i = 0; i < _tunnelAnimations.Length; i++)
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{
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var anim = _tunnelAnimations[i];
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anim.Initial = tunnel.GetFloat(anim.name);
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_tunnelAnimations[i] = anim;
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}
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}
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public void Update(DSP fft, Renderer fractal, Renderer tunnel)
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{
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fft.getParameterData((int) FMOD.DSP_FFT.SPECTRUMDATA, out var unmanagedData, out var length);
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var fftData = (FMOD.DSP_PARAMETER_FFT) Marshal.PtrToStructure(unmanagedData, typeof(FMOD.DSP_PARAMETER_FFT));
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var spectrum = fftData.spectrum;
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var l = spectrum.Length;
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if (l == 0) return;
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for (int i = 0; i < _fractalAnimations.Length; i++)
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{
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var anim = _fractalAnimations[i];
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var a = spectrum[anim.channel][anim.sample];
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fractal.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
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}
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for (int i = 0; i < _tunnelAnimations.Length; i++)
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{
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var anim = _tunnelAnimations[i];
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var a = spectrum[anim.channel][anim.sample];
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tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
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}
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}
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}
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@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FractalController : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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