sync capture type with preferences

This commit is contained in:
ntr committed 2022-06-15 12:29:17 +10:00
1 parent 8e06a0467a
commit e78d9c9d48
13 files changed
+900 -971

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+11 -1
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@@ -10,10 +10,18 @@ public class AudioSource : MonoBehaviour {
public ScalingStrategy ScalingStrategy = ScalingStrategy.Sqrt;
public WasapiAudioFilter[] Filters;
public Preferences preferences;
private WasapiAudio _wasapiAudio;
private float[] _spectrumData;
public void Awake() {
public void Start() {
CaptureType = preferences.data.useLoopback
? WasapiCaptureType.Loopback
: WasapiCaptureType.Microphone;
Debug.Log($"Pref: {preferences.data.useLoopback} {CaptureType}");
Initialise();
}
@@ -39,8 +47,10 @@ public class AudioSource : MonoBehaviour {
public void ToggleCaptureType() {
if (CaptureType == WasapiCaptureType.Loopback) {
CaptureType = WasapiCaptureType.Microphone;
preferences.SetUseLoopback(false);
} else {
CaptureType = WasapiCaptureType.Loopback;
preferences.SetUseLoopback(true);
}
Initialise();
+2
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@@ -5,6 +5,7 @@ using UnityEngine;
public class PreferenceData {
// Preference Fields
public int themeIndex;
public bool useLoopback;
// Others
string _path;
@@ -12,6 +13,7 @@ public class PreferenceData {
public PreferenceData(string path) {
_path = path;
themeIndex = 0;
useLoopback = true;
}
public PreferenceData Load() {
+5
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@@ -19,6 +19,11 @@ public class Preferences : MonoBehaviour {
data.Save();
}
public void SetUseLoopback(bool v) {
data.useLoopback = v;
data.Save();
}
public Gradient Theme() {
return themeSelector.CurrentTheme();
}
+51 -30
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@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
@@ -5,52 +6,56 @@ 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";
[VFXBinder("Kaiju/Kaiju - Spectrum to 3d SDF Binder")]
public class SpectreVfxSdfBinder : VFXBinderBase {
[SerializeReference]
[SerializeReferenceButton]
public List<SpectrumTransformer> Transformers = new List<SpectrumTransformer>();
[VFXPropertyBinding("UnityEngine.Texture3D"), SerializeField]
protected ExposedProperty SpectrumDataTextureParameter = "SpectrumDataTexture";
[SpectrumDataPreview]
public SpectrumData Preview;
public AudioSource source;
public bool symmetric = false;
private Texture3D _texture;
private Color[] _colorCache;
private int z = 0;
private void UpdateTexture()
{
private void UpdateTexture() {
if (_texture == null)
{
_texture = new Texture3D(SpectrumSize * 2, SpectrumSize * 2, SpectrumSize * 2, TextureFormat.RFloat, false);
_texture.name = $"AudioSpectrumDataSDF{SpectrumSize}";
_texture = new Texture3D(source.SpectrumSize * 2, source.SpectrumSize * 2, source.SpectrumSize * 2, TextureFormat.RFloat, false);
_texture.wrapMode = TextureWrapMode.Clamp;
_texture.name = $"AudioSpectrumDataSDF{source.SpectrumSize}";
_colorCache = new Color[
SpectrumSize * 2 *
SpectrumSize * 2 *
SpectrumSize * 2
source.SpectrumSize * 2 *
source.SpectrumSize * 2 *
source.SpectrumSize * 2
];
}
var spectrumData = GetSpectrumData();
if (spectrumData == null) return;
// go from 0 to end of spectrum
for (int x = 0; x < SpectrumSize; x++) {
float height = spectrumData[x] * SpectrumSize * 2;
for (int x = 0; x < source.SpectrumSize; x++) {
float height = spectrumData[x] * source.SpectrumSize * 2;
// go from 0 to double the spectrum height
for (int y = 0; y < SpectrumSize * 2; y++) {
for (int y = 0; y < source.SpectrumSize * 2; y++) {
float distance = (y - height);
var z_part = z * (SpectrumSize * 2 * SpectrumSize * 2);
var y_part = y * SpectrumSize * 2;
var z_part = z * (source.SpectrumSize * 2 * source.SpectrumSize * 2);
var y_part = y * source.SpectrumSize * 2;
_colorCache[z_part + y_part + (SpectrumSize + x)] = new Color(distance, 0, 0, 0);
_colorCache[z_part + y_part + (SpectrumSize - (x + 1))] = new Color(distance, 0, 0, 0);
_colorCache[z_part + y_part + (source.SpectrumSize + x)] = new Color(distance, 0, 0, 0);
_colorCache[z_part + y_part + (source.SpectrumSize - (x + 1))] = new Color(distance, 0, 0, 0);
}
}
z = (z + 1) % (SpectrumSize * 2);
z = (z + 1) % (source.SpectrumSize * 2);
// Debug.Log($"{z}");
@@ -58,16 +63,32 @@ namespace Assets.WasapiAudio.Scripts.Unity
_texture.Apply();
}
public override void UpdateBinding(VisualEffect component)
{
base.UpdateBinding(component);
UpdateTexture();
component.SetUInt(SpectrumSizeParameter, (uint) SpectrumSize);
component.SetTexture(SpectrumDataTextureParameter, _texture);
public override bool IsValid(VisualEffect component) {
return source != null;
}
public override string ToString()
{
protected 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;
}
public override void UpdateBinding(VisualEffect component) {
UpdateTexture();
component.SetUInt("SpectrumSize", (uint) source.SpectrumSize);
component.SetTexture("SpectrumDataTexture", _texture);
}
public override string ToString() {
return "Audio Spectrum Data";
}
}
+2 -1
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@@ -37,6 +37,7 @@ public class SpectrumShaderBinder : MonoBehaviour
private void InitialiseTexture() {
Debug.Log("Reinitialising spectrum texture...");
_texture = new Texture2D(source.SpectrumSize, 1, TextureFormat.RFloat, false);
_texture.wrapMode = TextureWrapMode.Clamp;
_colorCache = new Color[source.SpectrumSize];
_texture.name = $"AudioSpectrum{source.SpectrumSize}";
}
@@ -62,13 +63,13 @@ public class SpectrumShaderBinder : MonoBehaviour
if (_texture == null) InitialiseTexture();
var spectrumData = GetSpectrumData();
if (spectrumData == null) return;
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();
}
+4
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@@ -43,6 +43,9 @@ public class VfxSpectrumBinder : VFXBinderBase {
var spectrumData = GetSpectrumData();
// not sure why this can happen, something to do with source being loaded still maybe
if (spectrumData == null) return;
if (symmetric) {
for (int i = 0; i < source.SpectrumSize; i++) {
_colorCache[source.SpectrumSize + i] = new Color(spectrumData[i], 0, 0, 0);
@@ -73,6 +76,7 @@ public class VfxSpectrumBinder : VFXBinderBase {
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0) {
foreach (var transformer in Transformers) {
if (spectrumData == null) continue;
spectrumData = transformer.Transform(spectrumData);
}
}