import fmod plugin

This commit is contained in:
Cat Flynn 2021-02-22 15:25:38 +00:00
parent 955972e4a3
commit f8f037203c
288 changed files with 28912 additions and 0 deletions

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace FMODUnityResonance
{
/// A custom editor for properties on the FmodResonanceAudioRoom script. This appears in the
/// Inspector window of a FmodResonanceAudioRoom object.
[CustomEditor(typeof(FmodResonanceAudioRoom))]
[CanEditMultipleObjects]
public class FmodResonanceAudioRoomEditor : Editor
{
private SerializedProperty leftWall = null;
private SerializedProperty rightWall = null;
private SerializedProperty floor = null;
private SerializedProperty ceiling = null;
private SerializedProperty backWall = null;
private SerializedProperty frontWall = null;
private SerializedProperty reflectivity = null;
private SerializedProperty reverbGainDb = null;
private SerializedProperty reverbBrightness = null;
private SerializedProperty reverbTime = null;
private SerializedProperty size = null;
private GUIContent surfaceMaterialsLabel = new GUIContent("Surface Materials",
"Room surface materials to calculate the acoustic properties of the room.");
private GUIContent surfaceMaterialLabel = new GUIContent("Surface Material",
"Surface material used to calculate the acoustic properties of the room.");
private GUIContent reflectivityLabel = new GUIContent("Reflectivity",
"Adjusts what proportion of the direct sound is reflected back by each surface, after an " +
"appropriate delay. Reverberation is unaffected by this setting.");
private GUIContent reverbGainLabel = new GUIContent("Gain (dB)",
"Applies a gain adjustment to the reverberation in the room. The default value will leave " +
"reverb unaffected.");
private GUIContent reverbPropertiesLabel = new GUIContent("Reverb Properties",
"Parameters to adjust the reverb properties of the room.");
private GUIContent reverbBrightnessLabel = new GUIContent("Brightness",
"Adjusts the balance between high and low frequencies in the reverb.");
private GUIContent reverbTimeLabel = new GUIContent("Time",
"Adjusts the overall duration of the reverb by a positive scaling factor.");
private GUIContent sizeLabel = new GUIContent("Size", "Sets the room dimensions.");
void OnEnable()
{
leftWall = serializedObject.FindProperty("leftWall");
rightWall = serializedObject.FindProperty("rightWall");
floor = serializedObject.FindProperty("floor");
ceiling = serializedObject.FindProperty("ceiling");
backWall = serializedObject.FindProperty("backWall");
frontWall = serializedObject.FindProperty("frontWall");
reflectivity = serializedObject.FindProperty("reflectivity");
reverbGainDb = serializedObject.FindProperty("reverbGainDb");
reverbBrightness = serializedObject.FindProperty("reverbBrightness");
reverbTime = serializedObject.FindProperty("reverbTime");
size = serializedObject.FindProperty("size");
}
/// @cond
public override void OnInspectorGUI()
{
serializedObject.Update();
// Add clickable script field, as would have been provided by DrawDefaultInspector()
MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", script, typeof(MonoScript), false);
EditorGUI.EndDisabledGroup();
EditorGUILayout.LabelField(surfaceMaterialsLabel);
++EditorGUI.indentLevel;
DrawSurfaceMaterial(leftWall);
DrawSurfaceMaterial(rightWall);
DrawSurfaceMaterial(floor);
DrawSurfaceMaterial(ceiling);
DrawSurfaceMaterial(backWall);
DrawSurfaceMaterial(frontWall);
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.Slider(reflectivity, 0.0f, FmodResonanceAudio.maxReflectivity, reflectivityLabel);
EditorGUILayout.Separator();
EditorGUILayout.LabelField(reverbPropertiesLabel);
++EditorGUI.indentLevel;
EditorGUILayout.Slider(reverbGainDb, FmodResonanceAudio.minGainDb, FmodResonanceAudio.maxGainDb,
reverbGainLabel);
EditorGUILayout.Slider(reverbBrightness, FmodResonanceAudio.minReverbBrightness,
FmodResonanceAudio.maxReverbBrightness, reverbBrightnessLabel);
EditorGUILayout.Slider(reverbTime, 0.0f, FmodResonanceAudio.maxReverbTime, reverbTimeLabel);
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(size, sizeLabel);
serializedObject.ApplyModifiedProperties();
}
/// @endcond
private void DrawSurfaceMaterial(SerializedProperty surfaceMaterial)
{
surfaceMaterialLabel.text = surfaceMaterial.displayName;
EditorGUILayout.PropertyField(surfaceMaterial, surfaceMaterialLabel);
}
}
}

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{
"name": "FMODUnityResonance",
"references": [
"FMODUnity"
],
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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using FMODUnity;
namespace FMODUnityResonance
{
/// This is the main Resonance Audio class that communicates with the FMOD Unity integration. Native
/// functions of the system can only be called through this class to preserve the internal system
/// functionality.
public static class FmodResonanceAudio
{
/// Updates the room effects of the environment with given |room| properties.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioRoom(FmodResonanceAudioRoom room, bool roomEnabled)
{
// Update the enabled rooms list.
if (roomEnabled)
{
if (!enabledRooms.Contains(room))
{
enabledRooms.Add(room);
}
}
else
{
enabledRooms.Remove(room);
}
// Update the current room effects to be applied.
if (enabledRooms.Count > 0)
{
FmodResonanceAudioRoom currentRoom = enabledRooms[enabledRooms.Count - 1];
RoomProperties roomProperties = GetRoomProperties(currentRoom);
// Pass the room properties into a pointer.
IntPtr roomPropertiesPtr = Marshal.AllocHGlobal(roomPropertiesSize);
Marshal.StructureToPtr(roomProperties, roomPropertiesPtr, false);
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(roomPropertiesPtr,
roomPropertiesSize));
Marshal.FreeHGlobal(roomPropertiesPtr);
}
else
{
// Set the room properties to a null room, which will effectively disable the room effects.
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(IntPtr.Zero, 0));
}
}
/// Returns whether the listener is currently inside the given |room| boundaries.
public static bool IsListenerInsideRoom(FmodResonanceAudioRoom room)
{
// Compute the room position relative to the listener.
FMOD.VECTOR unused;
RuntimeManager.CoreSystem.get3DListenerAttributes(0, out listenerPositionFmod, out unused,
out unused, out unused);
Vector3 listenerPosition = new Vector3(listenerPositionFmod.x, listenerPositionFmod.y,
listenerPositionFmod.z);
Vector3 relativePosition = listenerPosition - room.transform.position;
Quaternion rotationInverse = Quaternion.Inverse(room.transform.rotation);
// Set the size of the room as the boundary and return whether the listener is inside.
bounds.size = Vector3.Scale(room.transform.lossyScale, room.size);
return bounds.Contains(rotationInverse * relativePosition);
}
/// Maximum allowed gain value in decibels.
public const float maxGainDb = 24.0f;
/// Minimum allowed gain value in decibels.
public const float minGainDb = -24.0f;
/// Maximum allowed reverb brightness modifier value.
public const float maxReverbBrightness = 1.0f;
/// Minimum allowed reverb brightness modifier value.
public const float minReverbBrightness = -1.0f;
/// Maximum allowed reverb time modifier value.
public const float maxReverbTime = 3.0f;
/// Maximum allowed reflectivity multiplier of a room surface material.
public const float maxReflectivity = 2.0f;
[StructLayout(LayoutKind.Sequential)]
private struct RoomProperties
{
// Center position of the room in world space.
public float positionX;
public float positionY;
public float positionZ;
// Rotation (quaternion) of the room in world space.
public float rotationX;
public float rotationY;
public float rotationZ;
public float rotationW;
// Size of the shoebox room in world space.
public float dimensionsX;
public float dimensionsY;
public float dimensionsZ;
// Material name of each surface of the shoebox room.
public FmodResonanceAudioRoom.SurfaceMaterial materialLeft;
public FmodResonanceAudioRoom.SurfaceMaterial materialRight;
public FmodResonanceAudioRoom.SurfaceMaterial materialBottom;
public FmodResonanceAudioRoom.SurfaceMaterial materialTop;
public FmodResonanceAudioRoom.SurfaceMaterial materialFront;
public FmodResonanceAudioRoom.SurfaceMaterial materialBack;
// User defined uniform scaling factor for reflectivity. This parameter has no effect when set
// to 1.0f.
public float reflectionScalar;
// User defined reverb tail gain multiplier. This parameter has no effect when set to 0.0f.
public float reverbGain;
// Adjusts the reverberation time across all frequency bands. RT60 values are multiplied by this
// factor. Has no effect when set to 1.0f.
public float reverbTime;
// Controls the slope of a line from the lowest to the highest RT60 values (increases high
// frequency RT60s when positive, decreases when negative). Has no effect when set to 0.0f.
public float reverbBrightness;
};
// Returns the FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP ListenerPlugin
{
get
{
if (!listenerPlugin.hasHandle())
{
listenerPlugin = Initialize();
}
return listenerPlugin;
}
}
// Converts given |db| value to its amplitude equivalent where 'dB = 20 * log10(amplitude)'.
private static float ConvertAmplitudeFromDb(float db)
{
return Mathf.Pow(10.0f, 0.05f * db);
}
// Converts given |position| and |rotation| from Unity space to audio space.
private static void ConvertAudioTransformFromUnity(ref Vector3 position,
ref Quaternion rotation)
{
// Compose the transformation matrix.
Matrix4x4 transformMatrix = Matrix4x4.TRS(position, rotation, Vector3.one);
// Convert the transformation matrix from left-handed to right-handed.
transformMatrix = flipZ * transformMatrix * flipZ;
// Update |position| and |rotation| respectively.
position = transformMatrix.GetColumn(3);
rotation = Quaternion.LookRotation(transformMatrix.GetColumn(2), transformMatrix.GetColumn(1));
}
// Returns a byte array of |length| created from |ptr|.
private static byte[] GetBytes(IntPtr ptr, int length)
{
if (ptr != IntPtr.Zero)
{
byte[] byteArray = new byte[length];
Marshal.Copy(ptr, byteArray, 0, length);
return byteArray;
}
// Return an empty array if the pointer is null.
return new byte[1];
}
// Returns room properties of the given |room|.
private static RoomProperties GetRoomProperties(FmodResonanceAudioRoom room)
{
RoomProperties roomProperties;
Vector3 position = room.transform.position;
Quaternion rotation = room.transform.rotation;
Vector3 scale = Vector3.Scale(room.transform.lossyScale, room.size);
ConvertAudioTransformFromUnity(ref position, ref rotation);
roomProperties.positionX = position.x;
roomProperties.positionY = position.y;
roomProperties.positionZ = position.z;
roomProperties.rotationX = rotation.x;
roomProperties.rotationY = rotation.y;
roomProperties.rotationZ = rotation.z;
roomProperties.rotationW = rotation.w;
roomProperties.dimensionsX = scale.x;
roomProperties.dimensionsY = scale.y;
roomProperties.dimensionsZ = scale.z;
roomProperties.materialLeft = room.leftWall;
roomProperties.materialRight = room.rightWall;
roomProperties.materialBottom = room.floor;
roomProperties.materialTop = room.ceiling;
roomProperties.materialFront = room.frontWall;
roomProperties.materialBack = room.backWall;
roomProperties.reverbGain = ConvertAmplitudeFromDb(room.reverbGainDb);
roomProperties.reverbTime = room.reverbTime;
roomProperties.reverbBrightness = room.reverbBrightness;
roomProperties.reflectionScalar = room.reflectivity;
return roomProperties;
}
// Initializes and returns the FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP Initialize()
{
// Search through all busses on in banks.
int numBanks = 0;
FMOD.DSP dsp = new FMOD.DSP();
FMOD.Studio.Bank[] banks = null;
RuntimeManager.StudioSystem.getBankCount(out numBanks);
RuntimeManager.StudioSystem.getBankList(out banks);
for (int currentBank = 0; currentBank < numBanks; ++currentBank)
{
int numBusses = 0;
FMOD.Studio.Bus[] busses = null;
banks[currentBank].getBusCount(out numBusses);
banks[currentBank].getBusList(out busses);
RuntimeManager.StudioSystem.flushCommands();
for (int currentBus = 0; currentBus < numBusses; ++currentBus)
{
// Make sure the channel group of the current bus is assigned properly.
string busPath = null;
busses[currentBus].getPath(out busPath);
RuntimeManager.StudioSystem.getBus(busPath, out busses[currentBus]);
RuntimeManager.StudioSystem.flushCommands();
FMOD.ChannelGroup channelGroup;
busses[currentBus].getChannelGroup(out channelGroup);
RuntimeManager.StudioSystem.flushCommands();
if (channelGroup.hasHandle())
{
int numDsps = 0;
channelGroup.getNumDSPs(out numDsps);
for (int currentDsp = 0; currentDsp < numDsps; ++currentDsp)
{
channelGroup.getDSP(currentDsp, out dsp);
string dspNameSb;
int unusedInt = 0;
uint unusedUint = 0;
dsp.getInfo(out dspNameSb, out unusedUint, out unusedInt, out unusedInt, out unusedInt);
if (dspNameSb.ToString().Equals(listenerPluginName) && dsp.hasHandle())
{
return dsp;
}
}
}
}
}
Debug.LogError(listenerPluginName + " not found in the FMOD project.");
return dsp;
}
// Right-handed to left-handed matrix converter (and vice versa).
private static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
// Get a handle to the Resonance Audio Listener FMOD Plugin.
private static readonly string listenerPluginName = "Resonance Audio Listener";
// Size of |RoomProperties| struct in bytes.
private static readonly int roomPropertiesSize = Marshal.SizeOf(typeof(RoomProperties));
// Plugin data parameter index for the room properties.
private static readonly int roomPropertiesIndex = 1;
// Boundaries instance to be used in room detection logic.
private static Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
// Container to store the currently active rooms in the scene.
private static List<FmodResonanceAudioRoom> enabledRooms = new List<FmodResonanceAudioRoom>();
// Current listener position.
private static FMOD.VECTOR listenerPositionFmod = new FMOD.VECTOR();
// FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP listenerPlugin;
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using System.Collections;
namespace FMODUnityResonance
{
/// Resonance Audio room component that simulates environmental effects of a room with respect to
/// the properties of the attached game object.
[AddComponentMenu("ResonanceAudio/FmodResonanceAudioRoom")]
public class FmodResonanceAudioRoom : MonoBehaviour
{
/// Material type that determines the acoustic properties of a room surface.
public enum SurfaceMaterial
{
Transparent = 0, ///< Transparent
AcousticCeilingTiles = 1, ///< Acoustic ceiling tiles
BrickBare = 2, ///< Brick, bare
BrickPainted = 3, ///< Brick, painted
ConcreteBlockCoarse = 4, ///< Concrete block, coarse
ConcreteBlockPainted = 5, ///< Concrete block, painted
CurtainHeavy = 6, ///< Curtain, heavy
FiberglassInsulation = 7, ///< Fiberglass insulation
GlassThin = 8, ///< Glass, thin
GlassThick = 9, ///< Glass, thick
Grass = 10, ///< Grass
LinoleumOnConcrete = 11, ///< Linoleum on concrete
Marble = 12, ///< Marble
Metal = 13, ///< Galvanized sheet metal
ParquetOnConcrete = 14, ///< Parquet on concrete
PlasterRough = 15, ///< Plaster, rough
PlasterSmooth = 16, ///< Plaster, smooth
PlywoodPanel = 17, ///< Plywood panel
PolishedConcreteOrTile = 18, ///< Polished concrete or tile
Sheetrock = 19, ///< Sheetrock
WaterOrIceSurface = 20, ///< Water or ice surface
WoodCeiling = 21, ///< Wood ceiling
WoodPanel = 22 ///< Wood panel
}
/// Room surface material in negative x direction.
public SurfaceMaterial leftWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in positive x direction.
public SurfaceMaterial rightWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in negative y direction.
public SurfaceMaterial floor = SurfaceMaterial.ParquetOnConcrete;
/// Room surface material in positive y direction.
public SurfaceMaterial ceiling = SurfaceMaterial.PlasterRough;
/// Room surface material in negative z direction.
public SurfaceMaterial backWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in positive z direction.
public SurfaceMaterial frontWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Reflectivity scalar for each surface of the room.
public float reflectivity = 1.0f;
/// Reverb gain modifier in decibels.
public float reverbGainDb = 0.0f;
/// Reverb brightness modifier.
public float reverbBrightness = 0.0f;
/// Reverb time modifier.
public float reverbTime = 1.0f;
/// Size of the room (normalized with respect to scale of the game object).
public Vector3 size = Vector3.one;
void OnEnable()
{
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
}
void OnDisable()
{
FmodResonanceAudio.UpdateAudioRoom(this, false);
}
void Update()
{
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
}
void OnDrawGizmosSelected()
{
// Draw shoebox model wireframe of the room.
Gizmos.color = Color.yellow;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(Vector3.zero, size);
}
}
}

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