Ejemplo n.º 1
0
    private IEnumerator GenerateAllWaveforms()
    {
        yield return(new WaitUntil(() => !SceneTransitionManager.IsLoading)); //How we know "Start" has been called

        mixer.SetFloat("WaveformVolume", -80);
        source.Play();
        while (chunksGenerated * secondPerChunk < source.clip.length)
        {
            for (int i = 0; i < audioManager.ColumnsPerChunk; i++)
            {
                float newTime = (chunksGenerated * secondPerChunk) + (secondPerChunk / audioManager.ColumnsPerChunk * i);
                if (newTime >= source.clip.length)
                {
                    break;
                }
                source.time = newTime;
                yield return(new WaitForFixedUpdate());

                audioManager.PopulateData();
            }
            SpectrogramChunk chunk = Instantiate(spectrogramChunkPrefab, spectroParent).GetComponent <SpectrogramChunk>();
            chunk.UpdateMesh(AudioManager._bandVolumes, chunksGenerated, this);
            audioManager.Start(); //WE GO AGANE
            chunksGenerated++;
        }
        source.Stop();
        source.time = 0;
        mixer.SetFloat("WaveformVolume", 0);
    }
Ejemplo n.º 2
0
    private IEnumerator GenerateAllWaveforms()
    {
        yield return(new WaitUntil(() => !SceneTransitionManager.IsLoading)); //How we know "Start" has been called

        // Start the background worker
        audioManager.Begin(WaveformType == 2, WaveformType == 2 ? spectrogramHeightGradient : spectrogramGradient2d, source.clip, waveformData, atsc, BeatmapObjectContainerCollection.ChunkSize);

        int chunkId;

        // Loop while we have completed calulations waiting to be rendered
        //  or there are threads still running generating new chunks
        //  or we are still writing a previous save to disk (we save again at the end)
        while (audioManager.chunksComplete.Count > 0 || audioManager.IsAlive())
        {
            if (audioManager.chunksComplete.TryDequeue(out chunkId))
            {
                float[][] toRender = new float[audioManager.ColumnsPerChunk][];
                waveformData.GetChunk(chunkId, audioManager.ColumnsPerChunk, ref toRender);

                SpectrogramChunk chunk = Instantiate(spectrogramChunkPrefab, spectroParent).GetComponent <SpectrogramChunk>();
                chunk.UpdateMesh(toRender, waveformData.BandColors[chunkId], chunkId, this);

                // Wait 2 frames for smoooth
                yield return(new WaitForEndOfFrame());
            }
            yield return(new WaitForEndOfFrame());
        }

        Debug.Log("WaveformGenerator: Main thread done");
    }