public void Initialize(bool initializeRenderer) { bool useOpenCL; int numComputeUnits; ComputeDeviceType deviceType; deviceType = PhononSettings.GetComputeDeviceSettings(out numComputeUnits, out useOpenCL); try { computeDevice.Create(useOpenCL, deviceType, numComputeUnits); } catch (Exception e) { throw e; } if (initializeRenderer) { probeManager.Create(); } if (scene.Create(computeDevice, SimulationSettings()) != Error.None) { return; } try { environment.Create(computeDevice, SimulationSettings(), scene, probeManager); } catch (Exception e) { throw e; } // initialize renderer only at runtime when rendering audio. if (initializeRenderer) { var environmentalRendererComponent = GameObject.FindObjectOfType <EnvironmentalRendererComponent>(); if (environmentalRendererComponent != null) { environmentalRendererComponent.SetEnvironment(environment, SimulationSettings()); } } }
public static PropagationSettings SimulationSettings() { SimulationSettings simSetings = PhononSimulationSettings.GetSimulationSettings(); SceneType rayTracer = PhononSettings.GetRayTracerOption(); float simDuration = simSetings.Value.Duration; int simAmbisonicsOrder = simSetings.Value.AmbisonicsOrder; int simMaxSources = simSetings.Value.MaxSources; int simRays = 0; int simSecondaryRays = 0; int simBounces = 0; bool editorInEditMode = false; #if UNITY_EDITOR editorInEditMode = Application.isEditor && !UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode; #endif //When in edit mode use baked settings, when in play mode or standalone application mode use realtime setttings. if (editorInEditMode) { simRays = simSetings.Value.BakeRays; simSecondaryRays = simSetings.Value.BakeSecondaryRays; simBounces = simSetings.Value.BakeBounces; } else { simRays = simSetings.Value.RealtimeRays; simSecondaryRays = simSetings.Value.RealtimeSecondaryRays; simBounces = simSetings.Value.RealtimeBounces; } PropagationSettings simulationSettings = new PropagationSettings { sceneType = rayTracer, rays = simRays, secondaryRays = simSecondaryRays, bounces = simBounces, irDuration = simDuration, ambisonicsOrder = simAmbisonicsOrder, maxConvolutionSources = simMaxSources, }; return(simulationSettings); }
// // Initializes the listener. // void Start() { audioEngine = AudioEngineComponent.GetAudioEngine(); if (audioEngine == AudioEngine.Unity) { GlobalContext globalContext = PhononSettings.GetGlobalContext(); PropagationSettings simulationSettings = EnvironmentComponent.SimulationSettings(); RenderingSettings renderingSettings = PhononSettings.GetRenderingSettings(); ambisonicsFormat.channelLayoutType = ChannelLayoutType.Ambisonics; ambisonicsFormat.ambisonicsOrder = simulationSettings.ambisonicsOrder; ambisonicsFormat.numSpeakers = (ambisonicsFormat.ambisonicsOrder + 1) * (ambisonicsFormat.ambisonicsOrder + 1); ambisonicsFormat.ambisonicsOrdering = AmbisonicsOrdering.ACN; ambisonicsFormat.ambisonicsNormalization = AmbisonicsNormalization.N3D; ambisonicsFormat.channelOrder = ChannelOrder.Deinterleaved; if (PhononCore.iplCreateBinauralRenderer(globalContext, renderingSettings, null, ref binauralRenderer) != Error.None) { Debug.Log("Unable to create binaural renderer for object: " + gameObject.name + ". Please check the log file for details."); return; } outputFormat = PhononSettings.GetAudioConfiguration(); AudioFormat ambisonicsBinauralFormat = outputFormat; ambisonicsBinauralFormat.channelOrder = ChannelOrder.Deinterleaved; #if !UNITY_ANDROID if (PhononCore.iplCreateAmbisonicsPanningEffect(binauralRenderer, ambisonicsFormat, ambisonicsBinauralFormat, ref propagationPanningEffect) != Error.None) { Debug.Log("Unable to create Ambisonics panning effect for object: " + gameObject.name + ". Please check the log file for details."); return; } if (outputFormat.channelLayout == ChannelLayout.Stereo) { // Create ambisonics based binaural effect for indirect sound if the output format is stereo. if (PhononCore.iplCreateAmbisonicsBinauralEffect(binauralRenderer, ambisonicsFormat, ambisonicsBinauralFormat, ref propagationBinauralEffect) != Error.None) { Debug.Log("Unable to create propagation binaural effect for object: " + gameObject.name + ". Please check the log file for details."); return; } } #endif wetData = new float[renderingSettings.frameSize * outputFormat.numSpeakers]; wetAmbisonicsDataMarshal = new IntPtr[ambisonicsFormat.numSpeakers]; for (int i = 0; i < ambisonicsFormat.numSpeakers; ++i) { wetAmbisonicsDataMarshal[i] = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(float)) * renderingSettings.frameSize); } wetDataMarshal = new IntPtr[outputFormat.numSpeakers]; for (int i = 0; i < outputFormat.numSpeakers; ++i) { wetDataMarshal[i] = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(float)) * renderingSettings.frameSize); } StartCoroutine(EndOfFrameUpdate()); environmentalRendererComponent = FindObjectOfType <EnvironmentalRendererComponent>(); } }
RenderingSettings RenderingSettings() { return(PhononSettings.GetRenderingSettings()); }
// // Initializes the effect. // void Start() { audioEngine = AudioEngineComponent.GetAudioEngine(); if (audioEngine == AudioEngine.Unity) { // Setup 3D audio and panning effect for direct sound. GlobalContext globalContext = PhononSettings.GetGlobalContext(); RenderingSettings renderingSettings = PhononSettings.GetRenderingSettings(); directAttnInterlop.Init(directAttnInteropFrames); inputFormat = PhononSettings.GetAudioConfiguration(); outputFormat = PhononSettings.GetAudioConfiguration(); if (PhononCore.iplCreateBinauralRenderer(globalContext, renderingSettings, null, ref binauralRenderer) != Error.None) { Debug.Log("Unable to create binaural renderer for object: " + gameObject.name + ". Please check the log file for details."); return; } if (outputFormat.channelLayout == ChannelLayout.Stereo) { // Create object based binaural effect for direct sound if the output format is stereo. if (PhononCore.iplCreateBinauralEffect(binauralRenderer, inputFormat, outputFormat, ref directBinauralEffect) != Error.None) { Debug.Log("Unable to create 3D effect for object: " + gameObject.name + ". Please check the log file for details."); return; } } if (outputFormat.channelLayout == ChannelLayout.Custom) { // Panning effect for direct sound (used for rendering only for custom speaker layout, otherwise use default Unity panning) if (PhononCore.iplCreatePanningEffect(binauralRenderer, inputFormat, outputFormat, ref directCustomPanningEffect) != Error.None) { Debug.Log("Unable to create custom panning effect for object: " + gameObject.name + ". Please check the log file for details."); return; } } PropagationSettings simulationSettings = EnvironmentComponent.SimulationSettings(); ambisonicsFormat.channelLayoutType = ChannelLayoutType.Ambisonics; ambisonicsFormat.ambisonicsOrder = simulationSettings.ambisonicsOrder; ambisonicsFormat.numSpeakers = (ambisonicsFormat.ambisonicsOrder + 1) * (ambisonicsFormat.ambisonicsOrder + 1); ambisonicsFormat.ambisonicsOrdering = AmbisonicsOrdering.ACN; ambisonicsFormat.ambisonicsNormalization = AmbisonicsNormalization.N3D; ambisonicsFormat.channelOrder = ChannelOrder.Deinterleaved; AudioFormat ambisonicsBinauralFormat = outputFormat; ambisonicsBinauralFormat.channelOrder = ChannelOrder.Deinterleaved; #if !UNITY_ANDROID if (PhononCore.iplCreateAmbisonicsPanningEffect(binauralRenderer, ambisonicsFormat, ambisonicsBinauralFormat, ref propagationPanningEffect) != Error.None) { Debug.Log("Unable to create Ambisonics panning effect for object: " + gameObject.name + ". Please check the log file for details."); return; } if (outputFormat.channelLayout == ChannelLayout.Stereo) { // Create ambisonics based binaural effect for indirect sound if the output format is stereo. if (PhononCore.iplCreateAmbisonicsBinauralEffect(binauralRenderer, ambisonicsFormat, ambisonicsBinauralFormat, ref propagationBinauralEffect) != Error.None) { Debug.Log("Unable to create propagation binaural effect for object: " + gameObject.name + ". Please check the log file for details."); return; } } #endif wetData = new float[renderingSettings.frameSize * outputFormat.numSpeakers]; wetAmbisonicsDataMarshal = new IntPtr[ambisonicsFormat.numSpeakers]; for (int i = 0; i < ambisonicsFormat.numSpeakers; ++i) { wetAmbisonicsDataMarshal[i] = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(float)) * renderingSettings.frameSize); } wetDataMarshal = new IntPtr[outputFormat.numSpeakers]; for (int i = 0; i < outputFormat.numSpeakers; ++i) { wetDataMarshal[i] = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(float)) * renderingSettings.frameSize); } listener = FindObjectOfType <AudioListener>(); phononMixer = FindObjectOfType <PhononMixer>(); StartCoroutine(EndOfFrameUpdate()); environmentalRenderer = FindObjectOfType <EnvironmentalRendererComponent>(); environment = FindObjectOfType <EnvironmentComponent>(); if ((environmentalRenderer == null || environment == null) && (enableReflections || directOcclusionOption != OcclusionOption.None)) { Debug.LogError("Environment and Environmental Renderer component must be attached when reflections are enabled or direct occlusion is set to Raycast or Partial."); } } }