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);
        }
Esempio n. 3
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        //
        // 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());
 }
Esempio n. 5
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        //
        // 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.");
                }
            }
        }