private int GetAudioChannelCount(AudioSpeakerMode speakerMode) { switch (speakerMode) { case AudioSpeakerMode.Mono: return(1); case AudioSpeakerMode.Stereo: return(2); case AudioSpeakerMode.Quad: return(4); case AudioSpeakerMode.Surround: return(5); case AudioSpeakerMode.Mode5point1: return(6); case AudioSpeakerMode.Mode7point1: return(8); default: Debug.LogError("[DemolitionMedia] " + "AudioSpeakerMode." + speakerMode.ToString() + " is unsupported"); return(0); } }
public static SoundFormat GetSoundFormatFromSpeakerMode(AudioSpeakerMode mode) { switch (mode) { case AudioSpeakerMode.Mono: return(SoundFormat.Mono); case AudioSpeakerMode.Stereo: return(SoundFormat.Stereo); case AudioSpeakerMode.Quad: return(SoundFormat.Quad); case AudioSpeakerMode.Surround: return(SoundFormat.Surround); case AudioSpeakerMode.Mode5point1: return(SoundFormat.FiveDot1); case AudioSpeakerMode.Mode7point1: return(SoundFormat.SevenDot1); case AudioSpeakerMode.Prologic: return(SoundFormat.Raw); default: throw new ArgumentException($"Invalid speaker mode {mode}", nameof(mode)); } }
public static int GetNumChannels(AudioSpeakerMode mode) { int result = 0; switch (mode) { case AudioSpeakerMode.Raw: break; case AudioSpeakerMode.Mono: result = 1; break; case AudioSpeakerMode.Stereo: result = 2; break; case AudioSpeakerMode.Quad: result = 4; break; case AudioSpeakerMode.Surround: result = 5; break; case AudioSpeakerMode.Mode5point1: result = 6; break; case AudioSpeakerMode.Mode7point1: result = 8; break; case AudioSpeakerMode.Prologic: result = 2; break; } return result; }
private void BeginMediaEncoderRecording() { InitInputs(); if (recorder.realTime) { Application.targetFrameRate = recorder.frameRate; } else { Time.captureFramerate = recorder.frameRate; } // Configure encoder AudioSpeakerMode speakerMode = AudioSettings.speakerMode; audioAttrs = new AudioTrackAttributes { sampleRate = new MediaRational { numerator = AudioSettings.outputSampleRate, denominator = 1 }, channelCount = (ushort)speakerMode, language = "" }; videoInput.BeginRecording(); videoAttrs = new VideoTrackAttributes { frameRate = new MediaRational(recorder.frameRate), width = (uint)videoInput.outputWidth, height = (uint)videoInput.outputHeight, includeAlpha = false }; encodedFilePath = Path.Combine(outputPath, GetFileName()); Debug.Log("[VimeoRecorder] Recording to " + GetFileName()); if (!recorder.realTime) { recorder.recordAudio = false; } if (recorder.recordAudio) { #if UNITY_2018_1_OR_NEWER audioInput.BeginRecording(); encoder = new UnityEditor.Media.MediaEncoder(encodedFilePath, videoAttrs, audioAttrs); #else encoder = new UnityEditor.Media.MediaEncoder(encodedFilePath, videoAttrs); #endif } else { encoder = new UnityEditor.Media.MediaEncoder(encodedFilePath, videoAttrs); } }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); AudioSpeakerMode o = (AudioSpeakerMode)arg0; LuaScriptMgr.PushEnum(L, o); return(1); }
void Start() { AudioSettings.OnAudioConfigurationChanged += OnAudioConfigurationChanged; currentSpeakerMode = AudioSettings.speakerMode; // Debug.Log (currentSpeakerMode); // If these values need to be changed in-game, the following lines // should be executed in OnAudioFilterRead() c = Mathf.Pow(0.5f, (128.0f - cutoff) / 16.0f); r = Mathf.Pow(0.5f, (resonance + 24.0f) / 16.0f); }
public Settings() { QualityLevel = 0; ShadowsType = LightShadows.None; FieldOfView = 90f; FullScreenMode = FullScreenMode.FullScreenWindow; AntiAliasingSamples = 0; VSyncCount = 0; ResolutionIndex = Helper.GetCurrentResolutionIndex(); Volume = 1f; AudioSpeakerMode = AudioSpeakerMode.Stereo; }
private void GetSettings() { sensitivityX = PlayerPrefs.GetFloat("Mouse Sensitivity X", 1.5f); sensitivityY = PlayerPrefs.GetFloat("Mouse Sensitivity Y", 1.5f); mouseSmoothing = PlayerPrefs.GetFloat("Mouse Smoothing", 0f); FOV = PlayerPrefs.GetInt("FOV", 70); speakerMode = PlayerPrefs.GetInt("Speaker Mode", 2); brightness = PlayerPrefs.GetFloat("Brightness", 1f); enableHUD = PlayerPrefs.GetInt("EnableHUD", 1); waterQuality = PlayerPrefs.GetString("Water Quality", "Very High"); textureQuality = PlayerPrefs.GetInt("Texture Quality", 0); aniso = PlayerPrefs.GetString("Anisotropic", "Enable"); shadowDistance = PlayerPrefs.GetInt("Shadow Distance", 110); shadowQuality = PlayerPrefs.GetInt("Shadow Quality", 5); terrainMeshDetail = PlayerPrefs.GetInt("Terrain Mesh Detail", 5); vegetationDistance = PlayerPrefs.GetInt("Vegetation Distance", 150); vegetationDensity = PlayerPrefs.GetFloat("Vegetation Density", 1f); terrainTreeDrawDistance = PlayerPrefs.GetInt("Tree Draw Distance", 1000); terrainMaxTrees = PlayerPrefs.GetInt("Tree Mesh Limit", 250); vsync = PlayerPrefs.GetString("VSync", "Disabled"); bloom = PlayerPrefs.GetInt("Bloom", 1); sunShafts = PlayerPrefs.GetInt("Sun Shafts", 1); motionBlur = PlayerPrefs.GetInt("Motion Blur", 0); SSAO = PlayerPrefs.GetInt("SSAO", 1); colorCorrection = PlayerPrefs.GetInt("Color Correction", 1); glareEffect = PlayerPrefs.GetInt("Glare Effect", 1); antiAliasing = PlayerPrefs.GetInt("AntiAliasing", 1); wDepthOfField = PlayerPrefs.GetInt("Weapon DoF", 0); screenWidth = PlayerPrefs.GetInt("ScreenWidth", Screen.currentResolution.width); screenHeight = PlayerPrefs.GetInt("ScreenHeight", Screen.currentResolution.height); fullScreen = PlayerPrefs.GetString("DisplayMode", "Fullscreen"); showFPS = PlayerPrefs.GetInt("ShowFPS", 0); aimToggle = PlayerPrefs.GetString("Aim Toggle", "Hold (Press)"); crosshairStyle = PlayerPrefs.GetString("Crosshair Style", "Dynamic"); soundVolume = PlayerPrefs.GetFloat("Sound Volume", 1f); AudioListener.volume = soundVolume; for (int i = 1; i < 7; i++) { AudioSpeakerMode asm = (AudioSpeakerMode)i; if (speakerMode == i && AudioSettings.speakerMode != asm) { AudioSettings.speakerMode = asm; } } targetFrameRate = PlayerPrefs.GetInt("TargetFPS", 60); Application.targetFrameRate = Mathf.Clamp(targetFrameRate, 15, 300); Shader.globalMaximumLOD = 800; }
void ChangeSpeakerConfiguration() { // currentSpeakerMode = AudioSettings.speakerMode; currentSpeakerMode = AudioSettings.driverCapabilities; if (currentSpeakerMode == speakerModes [0] || currentSpeakerMode == speakerModes [1]) { enableSurroundTools = false; } else { enableSurroundTools = true; } // Debug.Log (AudioSettings.driverCapabilities); // Debug.Log (currentSpeakerMode); }
public void Activate() { CastRemoteDisplayiOSUnityBridge.StartScan( extensionManager.CastRemoteDisplayManager.CastAppId, extensionManager); AudioSpeakerMode audioSpeakerMode = AudioSettings.GetConfiguration().speakerMode; int numberChannels = 0; switch (audioSpeakerMode) { case AudioSpeakerMode.Mono: numberChannels = 1; break; case AudioSpeakerMode.Stereo: numberChannels = 2; break; case AudioSpeakerMode.Quad: numberChannels = 4; break; case AudioSpeakerMode.Surround: numberChannels = 5; break; case AudioSpeakerMode.Mode5point1: numberChannels = 6; break; case AudioSpeakerMode.Mode7point1: numberChannels = 7; break; default: Debug.LogError("Cast remote display cannot support audio configuration speakermode: " + audioSpeakerMode); return; } // Note: Unity uses PCM float 32 interleaved audio. CastRemoteDisplayiOSUnityBridge.SetAudioFormat( CastRemoteDisplayiOSUnityBridge.AudioFormat.AVAudioPCMFormatFloat32, AudioSettings.GetConfiguration().sampleRate, numberChannels, /* isInterleaved */ true); }
public EliasHelper(string file, string basePath, ushort framesPerBuffer, byte channels, uint sampleRate, EliasWrapper.elias_data_reader_functions?readerFunctions, EliasWrapper.elias_memory_functions?memoryFunctions, int cachePageCount, int cachePageSize, bool loadProject = true) { SampleRate = (int)sampleRate; FramesPerBuffer = (int)framesPerBuffer; //If no channel count is set for the Elias Object, Unity's channel count setting is used. if (channels == 0) { AudioSpeakerMode unityChannelMode = AudioSettings.speakerMode; switch (unityChannelMode) { case AudioSpeakerMode.Mono: channels = 1; break; case AudioSpeakerMode.Stereo: channels = 2; break; case AudioSpeakerMode.Quad: channels = 4; break; case AudioSpeakerMode.Surround: channels = 5; break; case AudioSpeakerMode.Mode5point1: channels = 6; break; case AudioSpeakerMode.Mode7point1: channels = 8; break; default: //If Unity is set to "Raw", or some new/unknown AudioSpeakerMode is used, we default Elias to use Stereo (As 0 is not a vaid channel count). Debug.LogError("No channel count set for Elias, and unknown channel count is set for Unity. Defaulting Elias to use Stereo!"); channels = 2; break; } } ChannelCount = channels; Initialize(readerFunctions, basePath, sampleRate, channels, framesPerBuffer, memoryFunctions, cachePageCount, cachePageSize); if (loadProject && Handle != IntPtr.Zero) { Deserialize(file); } }
public static SpeakersConfiguration FromUnity(this AudioSpeakerMode audioSpeakerMode) { switch (audioSpeakerMode) { case AudioSpeakerMode.Mono: return(SpeakersConfiguration.Mono); case AudioSpeakerMode.Stereo: return(SpeakersConfiguration.Headphones); case AudioSpeakerMode.Mode5point1: return(SpeakersConfiguration.Speakers_5_1); case AudioSpeakerMode.Mode7point1: return(SpeakersConfiguration.Speakers_7_1); default: throw new NotImplementedException("Unsupported speaker mode"); } }
protected static int speakerModeToChannels(AudioSpeakerMode mode) { switch (mode) { case AudioSpeakerMode.Mono: return(1); case AudioSpeakerMode.Stereo: return(2); case AudioSpeakerMode.Quad: return(4); case AudioSpeakerMode.Surround: return(5); case AudioSpeakerMode.Mode5point1: return(6); case AudioSpeakerMode.Mode7point1: return(8); case AudioSpeakerMode.Prologic: return(2); default: return(2); } }
/// <summary> /// Add items to the speaker mode settings dropdown and set the default /// </summary> protected void SetUpSpeakerModesDropdown() { if (speakerModesDropdown) { speakerModes = AudioHelper.GetAudioSpeakerModes(); AudioSpeakerMode current = AudioHelper.GetCurrentSpeakerMode(); int selected = 0; List <TMPro.TMP_Dropdown.OptionData> speakerDropdownOptions = new List <TMPro.TMP_Dropdown.OptionData>(); for (int i = 0; i < speakerModes.Count; i++) { speakerDropdownOptions.Add(new TMPro.TMP_Dropdown.OptionData(speakerModes[i].Key)); if (speakerModes[i].Value == current) { selected = i; } } TMPro.TMP_Dropdown dropdown = speakerModesDropdown.GetComponent <TMPro.TMP_Dropdown>(); dropdown.options = speakerDropdownOptions; dropdown.SetValueWithoutNotify(selected); } }
private static int GetChannelCount(AudioSpeakerMode mode) { int result = 0; switch (mode) { #if !UNITY_2019_2_OR_NEWER case AudioSpeakerMode.Raw: break; #endif case AudioSpeakerMode.Mono: result = 1; break; case AudioSpeakerMode.Stereo: result = 2; break; case AudioSpeakerMode.Quad: result = 4; break; case AudioSpeakerMode.Surround: result = 5; break; case AudioSpeakerMode.Mode5point1: result = 6; break; case AudioSpeakerMode.Mode7point1: result = 8; break; case AudioSpeakerMode.Prologic: result = 2; break; } return(result); }
// 修改音频全局设置,一般不予以调用!! public void AudioGlobalSetting(int dspBufferSize, /*数字音频处理的缓冲区大小,低16位标明缓冲区尺寸,高16位表明分片(fragment的最大序号)*/ /*int numRealVoices,*/ /*当前游戏中进行的最大的同时进行的音频的数量,不予以修改*/ int numVirtualVoices, /*可以支持的最大的同时进行的音频数量,超过这个数量的会简单的停止*/ int sampleRate, /*音频输出设备的采样率*/ AudioSpeakerMode speakerMode) { // 声音的全局设置 AudioConfiguration audioConfiguration = AudioSettings.GetConfiguration(); // TODO:中间设置内容 audioConfiguration.dspBufferSize = dspBufferSize; //audioConfiguration.numRealVoices = numRealVoices; 这可不能随便更改啊! audioConfiguration.numVirtualVoices = numVirtualVoices; audioConfiguration.sampleRate = sampleRate; audioConfiguration.speakerMode = speakerMode; /* * // Channel count is unaffected. * Raw = 0, * // Channel count is set to 1. The speakers are monaural. * Mono = 1, * // Channel count is set to 2. The speakers are stereo. This is the editor default. * Stereo = 2, * // Channel count is set to 4. 4 speaker setup. This includes front left, front right, * // rear left, rear right. * Quad = 3, * // Channel count is set to 5. 5 speaker setup. This includes front left, front right, * // center, rear left, rear right. * Surround = 4, * // Channel count is set to 6. 5.1 speaker setup. This includes front left, front * // right, center, rear left, rear right and a subwoofer. * Mode5point1 = 5, * // Channel count is set to 8. 7.1 speaker setup. This includes front left, front * // right, center, rear left, rear right, side left, side right and a subwoofer. * Mode7point1 = 6, * // Channel count is set to 2. Stereo output, but data is encoded in a way that is * // picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. * Prologic = 7*/ AudioSettings.Reset(audioConfiguration); }
static public int GetNumChannels(AudioSpeakerMode mode) { int result = 0; switch (mode) { case AudioSpeakerMode.Raw: break; case AudioSpeakerMode.Mono: result = 1; break; case AudioSpeakerMode.Stereo: result = 2; break; case AudioSpeakerMode.Quad: result = 4; break; case AudioSpeakerMode.Surround: result = 5; break; case AudioSpeakerMode.Mode5point1: result = 6; break; case AudioSpeakerMode.Mode7point1: result = 8; break; case AudioSpeakerMode.Prologic: result = 2; break; } return(result); }
void OnAudioConfigurationChanged(bool deviceWasChanged) { currentSpeakerMode = AudioSettings.speakerMode; }
//TODO Current changing AudioMode in runtime make crash sound. Waiting for fixed this by Unity team. /// <summary> /// Converts the audio speaker mode to int. /// </summary> /// <returns>The audio speaker mode to int.</returns> /// <param name="mode">AudioSpeakerMode.</param> public static int ConvertAudioSpeakerModeToInt(AudioSpeakerMode mode) { return (int)mode; }
public static int GetNumChannelsFromSpeakerMode(AudioSpeakerMode speakerMode) { switch (AudioSettings.speakerMode) { case AudioSpeakerMode.Mono: return 1; case AudioSpeakerMode.Stereo: return 2; case AudioSpeakerMode.Quad: return 4; case AudioSpeakerMode.Surround: case AudioSpeakerMode.Mode5point1: return 5; case AudioSpeakerMode.Mode7point1: return 7; case AudioSpeakerMode.Prologic: return 2; case AudioSpeakerMode.Raw: default: return 2; } }
/// <summary> /// Set the audio speaker mode /// </summary> /// <param name="mode">Mode to set the speaker mode to</param> public static void SetAudioSpeakerMode(AudioSpeakerMode mode) { AudioSettings.speakerMode = mode; }
// // Get Audio Configuration. // static public AudioFormat GetAudioConfiguration() { AudioSpeakerMode projectSpeakerMode = AudioSettings.GetConfiguration().speakerMode; AudioSpeakerMode driverSpeakerMode = AudioSettings.driverCapabilities; AudioSpeakerMode minSpeakerMode; // NOTE: Prologic mode is not supported. Revert to stereo. if ((projectSpeakerMode == AudioSpeakerMode.Prologic) && (driverSpeakerMode == AudioSpeakerMode.Prologic)) { minSpeakerMode = AudioSpeakerMode.Stereo; } else { minSpeakerMode = (projectSpeakerMode < driverSpeakerMode) ? projectSpeakerMode : driverSpeakerMode; } AudioFormat audioFormat; audioFormat.channelLayoutType = ChannelLayoutType.Speakers; audioFormat.speakerDirections = null; audioFormat.ambisonicsOrder = -1; audioFormat.ambisonicsOrdering = AmbisonicsOrdering.ACN; audioFormat.ambisonicsNormalization = AmbisonicsNormalization.N3D; audioFormat.channelOrder = ChannelOrder.Interleaved; switch (minSpeakerMode) { case AudioSpeakerMode.Mono: audioFormat.channelLayout = ChannelLayout.Mono; audioFormat.numSpeakers = 1; break; case AudioSpeakerMode.Stereo: audioFormat.channelLayout = ChannelLayout.Stereo; audioFormat.numSpeakers = 2; break; case AudioSpeakerMode.Quad: audioFormat.channelLayout = ChannelLayout.Quadraphonic; audioFormat.numSpeakers = 4; break; case AudioSpeakerMode.Mode5point1: audioFormat.channelLayout = ChannelLayout.FivePointOne; audioFormat.numSpeakers = 6; break; case AudioSpeakerMode.Mode7point1: audioFormat.channelLayout = ChannelLayout.SevenPointOne; audioFormat.numSpeakers = 8; break; default: Debug.LogWarning("Surround and Prologic mode is not supported. Revert to stereo"); audioFormat.channelLayout = ChannelLayout.Stereo; audioFormat.numSpeakers = 2; break; } CustomSpeakerLayout speakerLayout = FindObjectOfType <CustomSpeakerLayout>(); if ((speakerLayout != null) && (speakerLayout.speakerPositions.Length == audioFormat.numSpeakers)) { audioFormat.channelLayout = ChannelLayout.Custom; audioFormat.speakerDirections = new Vector3[audioFormat.numSpeakers]; for (int i = 0; i < speakerLayout.speakerPositions.Length; ++i) { audioFormat.speakerDirections[i].x = speakerLayout.speakerPositions[i].x; audioFormat.speakerDirections[i].y = speakerLayout.speakerPositions[i].y; audioFormat.speakerDirections[i].z = speakerLayout.speakerPositions[i].z; } } return(audioFormat); }
//TODO Current changing AudioMode in runtime make crash sound. Waiting for fixed this by Unity team. /// <summary> /// Converts the audio speaker mode to int. /// </summary> /// <returns>The audio speaker mode to int.</returns> /// <param name="mode">AudioSpeakerMode.</param> public static int ConvertAudioSpeakerModeToInt(AudioSpeakerMode mode) { return((int)mode); }
/// <summary> /// Set the channel count of the speakers. /// </summary> /// <remarks>AudioSpeakerMode.Raw (Obsolete)</remarks> public void SetSpeakerMode(AudioSpeakerMode audioSpeakerMode) { audioData.stereo = audioSpeakerMode; UnityEngine.AudioSettings.speakerMode = AudioSpeakerMode.Stereo; }
public void SetNewAduioSpeakerMode(AudioSpeakerMode toThis) { AudioSettings.speakerMode = toThis; m_CurrentSpeakerMode = AudioSettings.speakerMode; }
public static int SpeakerModeToChannel(AudioSpeakerMode mode) { return(pairs[mode]); }