fractal audio

This commit is contained in:
Cat Flynn 2021-01-07 02:00:17 +00:00
parent e1efc7954a
commit 2654d6bfbb
12 changed files with 273 additions and 36 deletions

8
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@ -2,8 +2,9 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class AudioBeatManager : MonoBehaviour
public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
{
[SerializeField] private float bpm;
public float TimeBetweenBeats => _bps * Time.deltaTime;
@ -11,8 +12,11 @@ public class AudioBeatManager : MonoBehaviour
private float _bps;
private int _currentBeat = 0;
private float _timer;
public IntEvent OnBeat;
[SerializeField] [FormerlySerializedAs("OnBeat")]
private IntEvent _onBeat;
public IntEvent OnBeat => _onBeat;
public event Action<int> OnBeatEvent;
private void Awake()
{
@ -32,4 +36,10 @@ public class AudioBeatManager : MonoBehaviour
OnBeatEvent?.Invoke(_currentBeat);
}
}
}
public interface IAudioBeatManager
{
public IntEvent OnBeat { get; }
public event Action<int> OnBeatEvent;
}

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@ -0,0 +1,40 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using FMODUnity;
using NUnit.Framework;
using TMPro;
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class AudioVisualizer : MonoBehaviour
{
[SerializeField] private Renderer _fractal;
[SerializeField] private Renderer _tunnel;
[SerializeField] private AudioVisualizerSettings _settings;
// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
// private FMOD.Studio.EventInstance _event;
private FMOD.DSP _fft;
private float _initialPower;
private void Start()
{
// _event = RuntimeManager.CreateInstance("event:/Music");
RuntimeManager.CoreSystem.createDSPByType(FMOD.DSP_TYPE.FFT, out _fft);
RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
_settings.Initialise(_fractal.material, _tunnel.material);
}
private void LateUpdate()
{
_settings.Update(_fft, _fractal, _tunnel);
}
}

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@ -0,0 +1,67 @@
using System;
using System.Runtime.InteropServices;
using FMOD;
using UnityEngine;
[CreateAssetMenu(menuName = "Audio Visualizer Settings")]
public class AudioVisualizerSettings : ScriptableObject
{
[Serializable]
private struct ShaderPropertyAnimation
{
public string name;
public float multiplier;
[UnityEngine.Range(0, 5)]
public int channel;
[UnityEngine.Range(0, 2048)]
public int sample;
public float Initial { get; set; }
}
[SerializeField] private ShaderPropertyAnimation[] _fractalAnimations;
[SerializeField] private ShaderPropertyAnimation[] _tunnelAnimations;
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);
}
}
}

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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()
{
}
}

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