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using System.Collections.Generic;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity
{
public abstract class AudioVisualizationEffect : MonoBehaviour
{
// Inspector Properties
public WasapiAudioSource WasapiAudioSource;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
protected int SpectrumSize { get; private set; }
public virtual void Awake()
{
if (WasapiAudioSource == null)
{
Debug.Log("You must set a WasapiAudioSource");
return;
}
SpectrumSize = WasapiAudioSource.SpectrumSize;
Preview = new SpectrumData();
}
public float[] GetSpectrumData()
{
if (WasapiAudioSource == null)
{
Debug.Log("You must set a WasapiAudioSource");
return null;
}
// Get raw / unmodified spectrum data
var spectrumData = WasapiAudioSource.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;
}
}
}
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//using UnityEngine;
//namespace Assets.WasapiAudio.Scripts.Unity
//{
// [CreateAssetMenu(fileName = "Audio Visualization Profile", menuName = "Audio/Audio Visualization Profile", order = 1)]
// public class AudioVisualizationProfile : ScriptableObject
// {
// // Inspector Fields
// public AnimationCurve ScaleCurve;
// [Range(1, 50)]
// public int AudioSmoothingIterations = 5;
// [Range(1, 2)]
// public float MinMaxThreshold = 1.2f;
// public float MinScale = 0.0f;
// public float MaxScale = 1.0f;
// }
//}
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namespace Assets.WasapiAudio.Scripts.Unity
{
public abstract class AudioVisualizationSpectrumBandEffect : AudioVisualizationEffect
{
// Inspector properties
public int SpectrumBand;
protected float GetSpectrumBandData()
{
return GetSpectrumData()[SpectrumBand];
}
}
}
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using System;
namespace Assets.WasapiAudio.Scripts.Unity
{
[Serializable]
public class SpectrumData
{
public float[] Values;
}
}
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using System;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AttributeUsage(AttributeTargets.Field)]
public class SpectrumDataPreviewAttribute : PropertyAttribute
{
}
}
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using System;
using System.Linq;
namespace Assets.WasapiAudio.Scripts.Unity
{
[Serializable]
public abstract class SpectrumTransformer
{
private float[] _input;
private float[] _output;
public bool Enabled = true;
protected float InputMin { get; private set; }
protected float InputMax { get; private set; }
protected float InputAverage { get; private set; }
protected float InputRange { get; private set; }
public float[] Transform(float[] input)
{
_input = input;
if (_output == null || _output.Length != _input.Length)
{
_output = new float[_input.Length];
}
InputMin = _input.Min();
InputMax = _input.Max();
InputAverage = _input.Average();
InputRange = InputMax - InputMin;
if (Enabled)
{
PerformTransform(_input, ref _output);
}
return Enabled ? _output : _input;
}
protected abstract void PerformTransform(float[] input, ref float[] output);
}
}
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using System;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity.Transformers
{
[Serializable]
public class CurveScaledSpectrumTransformer : SpectrumTransformer
{
public AnimationCurve ScaleCurve;
protected override void PerformTransform(float[] input, ref float[] output)
{
if (ScaleCurve == null)
{
return;
}
var scaleStep = 1.0f / input.Length;
for (int i = 0; i < input.Length; i++)
{
var scaledValue = ScaleCurve.Evaluate(scaleStep * i) * input[i];
output[i] = scaledValue;
}
}
}
}
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using System;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity.Transformers
{
[Serializable]
public class PercentileBoostSpectrumTransformer : SpectrumTransformer
{
private float[] _sortedPercentileArray;
[Range(0.0f, 1.0f)]
public float Percentile = 0.5f;
public float BelowPercentileMultiplier = 0.5f;
public float AbovePercentileMultiplier = 2.0f;
protected override void PerformTransform(float[] input, ref float[] output)
{
if (_sortedPercentileArray == null || _sortedPercentileArray.Length != input.Length)
{
_sortedPercentileArray = new float[input.Length];
}
input.CopyTo(_sortedPercentileArray, 0);
var percentile = GetPercentile(_sortedPercentileArray, Percentile);
for (int i = 0; i < input.Length; i++)
{
if (input[i] < percentile)
{
output[i] = input[i] * BelowPercentileMultiplier;
}
else
{
output[i] = input[i] * AbovePercentileMultiplier;
}
}
}
public float GetPercentile(float[] sequence, float percentile)
{
Array.Sort(sequence);
var length = sequence.Length;
var n = (length - 1) * percentile + 1;
// Another method: double n = (N + 1) * excelPercentile;
if (n == 1.0f)
{
return sequence[0];
}
if (n == length)
{
return sequence[length - 1];
}
int k = (int)n;
float d = n - k;
return sequence[k - 1] + d * (sequence[k] - sequence[k - 1]);
}
}
}
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using System;
using Assets.WasapiAudio.Scripts.Core;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity.Transformers
{
[Serializable]
public class SmoothSpectrumTransformer : SpectrumTransformer
{
private SpectrumSmoother _smoother;
[Range(1, 50)]
public byte Iterations = 1;
protected override void PerformTransform(float[] input, ref float[] output)
{
if (_smoother == null || _smoother.SmoothingIterations != Iterations)
{
_smoother = new SpectrumSmoother(input.Length, Iterations);
}
output = _smoother.GetSpectrumData(input);
}
}
}
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@@ -0,0 +1,53 @@
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
namespace Assets.WasapiAudio.Scripts.Unity
{
[AddComponentMenu("VFX/Property Binders/VFX Audio Spectrum Data Binder")]
[VFXBinder("Audio/Audio Spectrum Data to AttributeMap")]
public class VfxAudioSpectrumDataBinder : VfxAudioVisualizationEffect
{
[VFXPropertyBinding("System.UInt32"), SerializeField]
protected ExposedProperty SpectrumSizeParameter = "SpectrumSize";
[VFXPropertyBinding("UnityEngine.Texture2D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
private Texture2D _texture;
private Color[] _colorCache;
private void UpdateTexture()
{
if (_texture == null)
{
_texture = new Texture2D(SpectrumSize, 1, TextureFormat.RFloat, false);
_texture.name = $"AudioSpectrumData{SpectrumSize}";
_colorCache = new Color[SpectrumSize];
}
var spectrumData = GetSpectrumData();
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();
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
component.SetTexture(SpectrumDataTextureParameter, _texture);
}
public override string ToString()
{
return "Audio Spectrum Data";
}
}
}
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@@ -0,0 +1,52 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
namespace Assets.WasapiAudio.Scripts.Unity
{
public abstract class VfxAudioVisualizationEffect : VFXBinderBase
{
// Inspector Properties
public WasapiAudioSource WasapiAudioSource;
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
protected int SpectrumSize { get; private set; }
public override bool IsValid(VisualEffect component)
{
return WasapiAudioSource != null;
}
public override void UpdateBinding(VisualEffect component)
{
SpectrumSize = WasapiAudioSource.SpectrumSize;
Preview = new SpectrumData();
}
protected float[] GetSpectrumData()
{
// Get raw / unmodified spectrum data
var spectrumData = WasapiAudioSource.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;
}
}
}
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@@ -0,0 +1,46 @@
using Assets.WasapiAudio.Scripts.Core;
using UnityEngine;
namespace Assets.WasapiAudio.Scripts.Unity
{
[ExecuteInEditMode]
public class WasapiAudioSource : MonoBehaviour
{
private Core.WasapiAudio _wasapiAudio;
private float[] _spectrumData;
// Inspector Properties
public WasapiCaptureType CaptureType = WasapiCaptureType.Loopback;
public int SpectrumSize = 32;
public ScalingStrategy ScalingStrategy = ScalingStrategy.Sqrt;
public int MinFrequency = 100;
public int MaxFrequency = 20000;
public WasapiAudioFilter[] Filters;
public void Awake()
{
// Setup loopback audio and start listening
_wasapiAudio = new Core.WasapiAudio(CaptureType, SpectrumSize, ScalingStrategy, MinFrequency, MaxFrequency, Filters, spectrumData =>
{
_spectrumData = spectrumData;
});
_wasapiAudio.StartListen();
}
public void Update()
{
}
public float[] GetSpectrumData()
{
return _spectrumData;
}
public void OnApplicationQuit()
{
_wasapiAudio?.StopListen();
}
}
}
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