291 lines
13 KiB
C#
291 lines
13 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using FMODUnity;
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namespace FMODUnityResonance
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{
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/// This is the main Resonance Audio class that communicates with the FMOD Unity integration. Native
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/// functions of the system can only be called through this class to preserve the internal system
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/// functionality.
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public static class FmodResonanceAudio
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{
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/// Updates the room effects of the environment with given |room| properties.
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/// @note This should only be called from the main Unity thread.
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public static void UpdateAudioRoom(FmodResonanceAudioRoom room, bool roomEnabled)
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{
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// Update the enabled rooms list.
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if (roomEnabled)
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{
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if (!enabledRooms.Contains(room))
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{
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enabledRooms.Add(room);
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}
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}
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else
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{
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enabledRooms.Remove(room);
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}
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// Update the current room effects to be applied.
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if (enabledRooms.Count > 0)
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{
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FmodResonanceAudioRoom currentRoom = enabledRooms[enabledRooms.Count - 1];
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RoomProperties roomProperties = GetRoomProperties(currentRoom);
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// Pass the room properties into a pointer.
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IntPtr roomPropertiesPtr = Marshal.AllocHGlobal(roomPropertiesSize);
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Marshal.StructureToPtr(roomProperties, roomPropertiesPtr, false);
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ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(roomPropertiesPtr,
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roomPropertiesSize));
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Marshal.FreeHGlobal(roomPropertiesPtr);
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}
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else
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{
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// Set the room properties to a null room, which will effectively disable the room effects.
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ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(IntPtr.Zero, 0));
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}
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}
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/// Returns whether the listener is currently inside the given |room| boundaries.
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public static bool IsListenerInsideRoom(FmodResonanceAudioRoom room)
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{
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// Compute the room position relative to the listener.
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FMOD.VECTOR unused;
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RuntimeManager.CoreSystem.get3DListenerAttributes(0, out listenerPositionFmod, out unused,
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out unused, out unused);
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Vector3 listenerPosition = new Vector3(listenerPositionFmod.x, listenerPositionFmod.y,
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listenerPositionFmod.z);
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Vector3 relativePosition = listenerPosition - room.transform.position;
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Quaternion rotationInverse = Quaternion.Inverse(room.transform.rotation);
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// Set the size of the room as the boundary and return whether the listener is inside.
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bounds.size = Vector3.Scale(room.transform.lossyScale, room.size);
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return bounds.Contains(rotationInverse * relativePosition);
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}
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/// Maximum allowed gain value in decibels.
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public const float maxGainDb = 24.0f;
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/// Minimum allowed gain value in decibels.
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public const float minGainDb = -24.0f;
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/// Maximum allowed reverb brightness modifier value.
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public const float maxReverbBrightness = 1.0f;
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/// Minimum allowed reverb brightness modifier value.
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public const float minReverbBrightness = -1.0f;
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/// Maximum allowed reverb time modifier value.
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public const float maxReverbTime = 3.0f;
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/// Maximum allowed reflectivity multiplier of a room surface material.
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public const float maxReflectivity = 2.0f;
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[StructLayout(LayoutKind.Sequential)]
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private struct RoomProperties
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{
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// Center position of the room in world space.
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public float positionX;
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public float positionY;
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public float positionZ;
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// Rotation (quaternion) of the room in world space.
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public float rotationX;
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public float rotationY;
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public float rotationZ;
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public float rotationW;
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// Size of the shoebox room in world space.
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public float dimensionsX;
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public float dimensionsY;
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public float dimensionsZ;
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// Material name of each surface of the shoebox room.
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public FmodResonanceAudioRoom.SurfaceMaterial materialLeft;
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public FmodResonanceAudioRoom.SurfaceMaterial materialRight;
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public FmodResonanceAudioRoom.SurfaceMaterial materialBottom;
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public FmodResonanceAudioRoom.SurfaceMaterial materialTop;
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public FmodResonanceAudioRoom.SurfaceMaterial materialFront;
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public FmodResonanceAudioRoom.SurfaceMaterial materialBack;
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// User defined uniform scaling factor for reflectivity. This parameter has no effect when set
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// to 1.0f.
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public float reflectionScalar;
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// User defined reverb tail gain multiplier. This parameter has no effect when set to 0.0f.
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public float reverbGain;
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// Adjusts the reverberation time across all frequency bands. RT60 values are multiplied by this
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// factor. Has no effect when set to 1.0f.
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public float reverbTime;
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// Controls the slope of a line from the lowest to the highest RT60 values (increases high
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// frequency RT60s when positive, decreases when negative). Has no effect when set to 0.0f.
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public float reverbBrightness;
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};
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// Returns the FMOD Resonance Audio Listener Plugin.
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private static FMOD.DSP ListenerPlugin
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{
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get
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{
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if (!listenerPlugin.hasHandle())
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{
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listenerPlugin = Initialize();
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}
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return listenerPlugin;
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}
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}
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// Converts given |db| value to its amplitude equivalent where 'dB = 20 * log10(amplitude)'.
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private static float ConvertAmplitudeFromDb(float db)
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{
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return Mathf.Pow(10.0f, 0.05f * db);
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}
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// Converts given |position| and |rotation| from Unity space to audio space.
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private static void ConvertAudioTransformFromUnity(ref Vector3 position,
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ref Quaternion rotation)
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{
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// Compose the transformation matrix.
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Matrix4x4 transformMatrix = Matrix4x4.TRS(position, rotation, Vector3.one);
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// Convert the transformation matrix from left-handed to right-handed.
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transformMatrix = flipZ * transformMatrix * flipZ;
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// Update |position| and |rotation| respectively.
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position = transformMatrix.GetColumn(3);
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rotation = Quaternion.LookRotation(transformMatrix.GetColumn(2), transformMatrix.GetColumn(1));
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}
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// Returns a byte array of |length| created from |ptr|.
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private static byte[] GetBytes(IntPtr ptr, int length)
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{
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if (ptr != IntPtr.Zero)
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{
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byte[] byteArray = new byte[length];
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Marshal.Copy(ptr, byteArray, 0, length);
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return byteArray;
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}
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// Return an empty array if the pointer is null.
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return new byte[1];
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}
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// Returns room properties of the given |room|.
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private static RoomProperties GetRoomProperties(FmodResonanceAudioRoom room)
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{
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RoomProperties roomProperties;
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Vector3 position = room.transform.position;
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Quaternion rotation = room.transform.rotation;
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Vector3 scale = Vector3.Scale(room.transform.lossyScale, room.size);
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ConvertAudioTransformFromUnity(ref position, ref rotation);
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roomProperties.positionX = position.x;
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roomProperties.positionY = position.y;
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roomProperties.positionZ = position.z;
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roomProperties.rotationX = rotation.x;
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roomProperties.rotationY = rotation.y;
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roomProperties.rotationZ = rotation.z;
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roomProperties.rotationW = rotation.w;
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roomProperties.dimensionsX = scale.x;
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roomProperties.dimensionsY = scale.y;
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roomProperties.dimensionsZ = scale.z;
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roomProperties.materialLeft = room.leftWall;
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roomProperties.materialRight = room.rightWall;
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roomProperties.materialBottom = room.floor;
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roomProperties.materialTop = room.ceiling;
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roomProperties.materialFront = room.frontWall;
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roomProperties.materialBack = room.backWall;
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roomProperties.reverbGain = ConvertAmplitudeFromDb(room.reverbGainDb);
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roomProperties.reverbTime = room.reverbTime;
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roomProperties.reverbBrightness = room.reverbBrightness;
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roomProperties.reflectionScalar = room.reflectivity;
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return roomProperties;
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}
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// Initializes and returns the FMOD Resonance Audio Listener Plugin.
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private static FMOD.DSP Initialize()
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{
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// Search through all busses on in banks.
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int numBanks = 0;
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FMOD.DSP dsp = new FMOD.DSP();
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FMOD.Studio.Bank[] banks = null;
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RuntimeManager.StudioSystem.getBankCount(out numBanks);
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RuntimeManager.StudioSystem.getBankList(out banks);
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for (int currentBank = 0; currentBank < numBanks; ++currentBank)
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{
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int numBusses = 0;
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FMOD.Studio.Bus[] busses = null;
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banks[currentBank].getBusCount(out numBusses);
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banks[currentBank].getBusList(out busses);
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RuntimeManager.StudioSystem.flushCommands();
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for (int currentBus = 0; currentBus < numBusses; ++currentBus)
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{
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// Make sure the channel group of the current bus is assigned properly.
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string busPath = null;
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busses[currentBus].getPath(out busPath);
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RuntimeManager.StudioSystem.getBus(busPath, out busses[currentBus]);
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RuntimeManager.StudioSystem.flushCommands();
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FMOD.ChannelGroup channelGroup;
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busses[currentBus].getChannelGroup(out channelGroup);
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RuntimeManager.StudioSystem.flushCommands();
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if (channelGroup.hasHandle())
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{
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int numDsps = 0;
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channelGroup.getNumDSPs(out numDsps);
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for (int currentDsp = 0; currentDsp < numDsps; ++currentDsp)
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{
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channelGroup.getDSP(currentDsp, out dsp);
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string dspNameSb;
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int unusedInt = 0;
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uint unusedUint = 0;
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dsp.getInfo(out dspNameSb, out unusedUint, out unusedInt, out unusedInt, out unusedInt);
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if (dspNameSb.ToString().Equals(listenerPluginName) && dsp.hasHandle())
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{
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return dsp;
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}
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}
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}
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}
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}
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Debug.LogError(listenerPluginName + " not found in the FMOD project.");
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return dsp;
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}
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// Right-handed to left-handed matrix converter (and vice versa).
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private static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
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// Get a handle to the Resonance Audio Listener FMOD Plugin.
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private static readonly string listenerPluginName = "Resonance Audio Listener";
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// Size of |RoomProperties| struct in bytes.
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private static readonly int roomPropertiesSize = Marshal.SizeOf(typeof(RoomProperties));
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// Plugin data parameter index for the room properties.
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private static readonly int roomPropertiesIndex = 1;
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// Boundaries instance to be used in room detection logic.
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private static Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
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// Container to store the currently active rooms in the scene.
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private static List<FmodResonanceAudioRoom> enabledRooms = new List<FmodResonanceAudioRoom>();
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// Current listener position.
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private static FMOD.VECTOR listenerPositionFmod = new FMOD.VECTOR();
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// FMOD Resonance Audio Listener Plugin.
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private static FMOD.DSP listenerPlugin;
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}
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}
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