Beispiel #1
0
        void LoadNextSong()
        {
            string sMusicDirectory = Path.Combine(App.UserPath(), "Music");

            if (Directory.Exists(sMusicDirectory))
            {
                string[] aFiles = Directory.GetFiles(sMusicDirectory);
                for (int i = 0; i < aFiles.Length; ++i)
                {
                    int iIndex = m_LoadMusicIndex + i;
                    iIndex %= aFiles.Length;
                    ++m_LoadMusicIndex;

                    if (File.Exists(aFiles[iIndex]))
                    {
                        print("Loading: " + aFiles[iIndex]);
                        EnableMic(false);
                        m_LoadMusicWWW          = new WWW("file:///" + aFiles[iIndex]);
                        m_CurrentLoadMusicState = LoadMusicState.WaitingForWWW;
                        return;
                    }
                }
            }

            // No clips found-- enable the mic
            m_CurrentLoadMusicState = LoadMusicState.MicMode;
            EnableMic(true);
        }
Beispiel #2
0
 public void Activate(bool bActive)
 {
     m_Active = bActive;
     if (bActive)
     {
         //start by looking for music
         m_CurrentLoadMusicState = LoadMusicState.Playing;
         LoadNextSong();
         m_Reaktor.enabled = true;
     }
     else
     {
         //turn off audio and the mic
         m_AudioSource.Stop();
         EnableMic(false);
         m_Reaktor.enabled = false;
     }
 }
Beispiel #3
0
        void Update()
        {
            if (m_Active)
            {
                //get fft and wave form data from unity/fmod
                m_AudioSource.GetOutputData(m_WaveFormFloats, 0);
                m_AudioSource.GetSpectrumData(m_SpectrumFloats, 0, FFTWindow.BlackmanHarris);
                m_SpectrumFloats.CopyTo(m_SpectrumFloatsTempArray, 0);

                int   iHalfCapture  = m_CaptureSize / 2;
                float fHalfFFTScale = 0.5f;
                for (int i = 0; i < iHalfCapture; ++i)
                {
                    float fNormalized = (m_SpectrumFloatsTempArray[i * 2] + m_SpectrumFloatsTempArray[i * 2 + 1]) * fHalfFFTScale;
                    m_SpectrumFloats[i] = fNormalized;
                    m_SpectrumFloats[i + iHalfCapture] = fNormalized;
                }

                for (int i = 0; i < m_CaptureSize; ++i)
                {
                    // Maybe the envelope should be a lookup function
                    float fEnvelope = 1.0f - Mathf.Pow(Mathf.Abs(((float)i / (float)m_CaptureSize) - 0.5f) * 2, 3.0f);
                    m_WaveFormFloatsSmooth[i] = Mathf.Lerp(m_WaveFormFloatsSmooth[i], m_WaveFormFloats[i], m_SmoothLerp) * fEnvelope;
                    m_WaveFormRow[i].a        = m_WaveFormFloatsSmooth[i] + 0.5f;
                }

                UpdateShaders();

                if (m_CurrentLoadMusicState == LoadMusicState.Playing)
                {
                    if (!m_AudioSource.isPlaying)
                    {
                        //loop music
                        LoadNextSong();
                    }
                }
                else if (m_CurrentLoadMusicState == LoadMusicState.WaitingForWWW)
                {
                    if (m_LoadMusicWWW.isDone)
                    {
                        if (m_LoadMusicWWW.GetAudioClip() == null)
                        {
                            LoadNextSong();
                        }
                        else
                        {
                            m_AudioSource.clip      = m_LoadMusicWWW.GetAudioClip(false);
                            m_CurrentLoadMusicState = LoadMusicState.WaitingForAudio;
                        }
                    }
                }
                else if (m_CurrentLoadMusicState == LoadMusicState.WaitingForAudio)
                {
                    if (m_AudioSource.clip.loadState == AudioDataLoadState.Loaded)
                    {
                        if (AudioManager.Enabled)
                        {
                            m_AudioSource.Play();
                        }
                        m_CurrentLoadMusicState = LoadMusicState.WaitingForStart;
                    }
                }
                else if (m_CurrentLoadMusicState == LoadMusicState.WaitingForStart)
                {
                    if (m_AudioSource.isPlaying)
                    {
                        m_CurrentLoadMusicState = LoadMusicState.Playing;
                    }
                }
                else if (m_CurrentLoadMusicState == LoadMusicState.MicMode)
                {
                    m_MicResetCountdown -= Time.deltaTime;
                    if (m_MicResetCountdown <= 0.0f)
                    {
                        EnableMic(false);
                        EnableMic(true);
                    }

#if !UNITY_ANDROID && !UNITY_WEBGL
                    //start playing on audio source when mic is ready to go
                    if (Microphone.IsRecording("") && (Microphone.GetPosition("") > 0) && !m_AudioSource.isPlaying)
                    {
                        m_AudioSource.Play();
                    }
#endif
                }

                m_WaveFormTexture.SetPixels(0, 0, m_WaveFormTextureWidth, 1, m_WaveFormRow);
                m_WaveFormTexture.Apply();

                Shader.SetGlobalTexture("_WaveFormTex", m_WaveFormTexture);
            }
        }