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