AudioSelector

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ntr committed 2022-06-13 21:47:41 +10:00
1 parent 0df6510da7
commit 0cac336db2
24 files changed
+590 -412

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using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
using Assets.WasapiAudio.Scripts.Unity;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AddComponentMenu("VFX/Property Binders/Spectre - VFX Binder")]
[VFXBinder("Audio/Audio Spectrum Data to AttributeMap")]
public class SpectreVfxBinder : VfxAudioVisualizationEffect
{
[VFXPropertyBinding("System.UInt32"), SerializeField]
protected ExposedProperty SpectrumSizeParameter = "SpectrumSize";
[VFXPropertyBinding("UnityEngine.Texture2D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
public bool symmetric = false;
private Texture2D _texture;
private Color[] _colorCache;
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
if (symmetric) {
_texture = new Texture2D(SpectrumSize * 2, 1, TextureFormat.RFloat, false);
_colorCache = new Color[SpectrumSize * 2];
} else {
_texture = new Texture2D(SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[SpectrumSize];
}
_texture.name = $"AudioSpectrumData{SpectrumSize}";
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
// has symmetric been toggled and the texture needs updating?
if (symmetric && _texture.width != SpectrumSize * 2) InitialiseTexture();
if (!symmetric && _texture.width != SpectrumSize) InitialiseTexture();
var spectrumData = GetSpectrumData();
if (symmetric) {
for (int i = 0; i < SpectrumSize; i++) {
_colorCache[SpectrumSize + i] = new Color(spectrumData[i], 0, 0, 0);
_colorCache[SpectrumSize - (i + 1)] = new Color(spectrumData[i], 0, 0, 0);
}
} else {
for (int i = 0; i < SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public override void UpdateBinding(VisualEffect component) {
base.UpdateBinding(component);
UpdateTexture();
if (symmetric) {
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize * 2);
} else {
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
}
component.SetTexture(SpectrumDataTextureParameter, _texture);
}
public override string ToString() {
return "Audio Spectrum Data";
}
}
}
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-74
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using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AddComponentMenu("VFX/Property Binders/Spectre - VFX SDF Binder")]
[VFXBinder("Audio/Audio Spectrum Data to 3d SDF AttributeMap")]
public class SpectreVfxSdfBinder : VfxAudioVisualizationEffect
{
[VFXPropertyBinding("System.UInt32"), SerializeField]
protected ExposedProperty SpectrumSizeParameter = "SpectrumSize";
[VFXPropertyBinding("UnityEngine.Texture3D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
private Texture3D _texture;
private Color[] _colorCache;
private int z = 0;
private void UpdateTexture()
{
if (_texture == null)
{
_texture = new Texture3D(SpectrumSize * 2, SpectrumSize * 2, SpectrumSize * 2, TextureFormat.RFloat, false);
_texture.name = $"AudioSpectrumDataSDF{SpectrumSize}";
_colorCache = new Color[
SpectrumSize * 2 *
SpectrumSize * 2 *
SpectrumSize * 2
];
}
var spectrumData = GetSpectrumData();
// go from 0 to end of spectrum
for (int x = 0; x < SpectrumSize; x++) {
float height = spectrumData[x] * SpectrumSize * 2;
// go from 0 to double the spectrum height
for (int y = 0; y < SpectrumSize * 2; y++) {
float distance = (y - height);
var z_part = z * (SpectrumSize * 2 * SpectrumSize * 2);
var y_part = y * SpectrumSize * 2;
_colorCache[z_part + y_part + (SpectrumSize + x)] = new Color(distance, 0, 0, 0);
_colorCache[z_part + y_part + (SpectrumSize - (x + 1))] = new Color(distance, 0, 0, 0);
}
}
z = (z + 1) % (SpectrumSize * 2);
// Debug.Log($"{z}");
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public override void UpdateBinding(VisualEffect component)
{
base.UpdateBinding(component);
UpdateTexture();
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
component.SetTexture(SpectrumDataTextureParameter, _texture);
}
public override string ToString()
{
return "Audio Spectrum Data";
}
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
[RequireComponent(typeof(Material))]
public class SpectrumFullscreenPassBinder : MonoBehaviour
{
public WasapiAudioSource source;
private Texture2D _texture;
private Color[] _colorCache;
public Material material;
public Preferences preferences;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
if (preferences == null) {
Debug.Log("Material Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
// material = gameObject.GetComponent<Material>();
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrumData{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
material.SetFloat("_SpectrumSize", source.SpectrumSize);
material.SetTexture("_SpectrumDataTexture", _texture);
material.SetColor("_ThemeStart", preferences.Theme().Evaluate(0.0f));
material.SetColor("_ThemeEnd", preferences.Theme().Evaluate(0.0f));
}
public string ToString() {
return "Spectrum Material Binder";
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
[RequireComponent(typeof(Material))]
public class SpectrumMaterialBinder : MonoBehaviour
{
public WasapiAudioSource source;
private Texture2D _texture;
private Color[] _colorCache;
private Material _material;
public Preferences preferences;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
if (preferences == null) {
Debug.Log("Material Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_material = gameObject.GetComponent<Renderer>().material;
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrumData{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
_material.SetFloat("_SpectrumSize", source.SpectrumSize);
_material.SetTexture("_SpectrumDataTexture", _texture);
_material.SetColor("_ThemeStart", preferences.Theme().Evaluate(0.0f));
_material.SetColor("_ThemeEnd", preferences.Theme().Evaluate(0.0f));
}
public string ToString() {
return "Spectrum Material Binder";
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
// only slightly different from the SpectrumMaterialBinder
// in that it modifies a single material for a shader
// instead of the renderer's instance of that material
[RequireComponent(typeof(Material))]
public class SpectrumShaderBinder : MonoBehaviour
{
public WasapiAudioSource source;
public Material material;
private Texture2D _texture;
private Color[] _colorCache;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
private void Start() {
if (source == null) {
Debug.Log("Material Binder needs WASAPI Source.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrum{source.SpectrumSize}";
}
private float[] GetSpectrumData() {
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
private void UpdateTexture() {
// init
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[i] = new Color(spectrumData[i], 0, 0, 0);
}
_texture.SetPixels(_colorCache);
_texture.wrapMode = TextureWrapMode.Clamp;
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
// !!!!
// you must set these via a literal string for some raeson
// having them as a public property didn't work
material.SetFloat("_SpectrumSize", source.SpectrumSize);
material.SetTexture("_SpectrumTexture", _texture);
}
public string ToString() {
return "Spectrum Material Binder";
}
}
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using UnityEngine;
[RequireComponent(typeof(Light))]
public class ThemeLightBinder : MonoBehaviour
{
public Preferences preferences;
public float themeTime = 0.25f;
private Light _light;
private void Start() {
_light = gameObject.GetComponent<Light>();
if (preferences == null) {
Debug.Log("Light Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
_light.color = preferences.Theme().Evaluate(themeTime);
}
public string ToString() {
return "Theme Light Binder";
}
}
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using UnityEngine;
using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
[RequireComponent(typeof(Material))]
public class ThemeShaderBinder : MonoBehaviour
{
public Material material;
public Preferences preferences;
private Texture2D _texture;
private Color[] _colorCache;
private int textureSize = 128;
private Gradient _theme;
private void Start() {
if (preferences == null) {
Debug.Log("Theme Shader Binder needs Preferences.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateTexture();
UpdateBinding();
}
public Color DecomposeHdrColor(Color linearColorHdr) {
var maxColorComponent = linearColorHdr.maxColorComponent;
float scaleFactor = 191f / maxColorComponent;
float exposure = Mathf.Log(255f / scaleFactor) / Mathf.Log(2f);
float factor = 1f / exposure;
if (exposure <= 1f) {
return linearColorHdr;
}
float r = linearColorHdr.r * factor;
float g = linearColorHdr.g * factor;
float b = linearColorHdr.b * factor;
return new Color(r, g, b, linearColorHdr.a);
}
private void UpdateTexture() {
if (_theme == preferences.Theme()) return;
Debug.Log("Reinitialising Theme texture...");
_texture = new Texture2D(textureSize, 1);
_theme = preferences.Theme();
_colorCache = new Color[textureSize];
_texture.name = $"ThemeTexture{textureSize}";
_texture.wrapMode = TextureWrapMode.Clamp;
for (int i = 0; i < textureSize; i++) {
if (_theme == null) return;
Color color = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
// Color color = _theme.Evaluate((float)i / (float)textureSize);
_colorCache[i] = color;
}
_texture.SetPixels(_colorCache);
_texture.Apply();
}
public void UpdateBinding() {
UpdateTexture();
material.SetFloat("_ThemeSize", textureSize);
material.SetTexture("_ThemeTexture", _texture);
}
}
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