public void SendIntensity(TransIntensityPackage package) { tServer.SendAllClient(transferData.SerializeJson <TransIntensityPackage>(package)); logPanelManager.WriteConsole(package.num, package.sendPos, package.sumIntensity); }
private IEnumerator RecordSignal(SendPosition sendPosition) { //インテンシティオブジェクト(Server側) GameObject micPoint = new GameObject("measurementPoint" + Num); micPoint.transform.parent = copyStandard.transform; micPoint.transform.localPosition = sendPosition.sendPos; micPoint.transform.localRotation = sendPosition.sendRot; //音声再生 asiocsharpdll.StartSound(); //録音のlengthbit分待つ //yield return new WaitForSeconds(4096f / 44100f); //録音開始 var soundSignals = asiocsharpdll.GetAsioSoundSignals(MeasurementParameter.SampleNum, MeasurementParameter.CalibValue); List<Vector3> intensityList = new List<Vector3>(); //時間変化する音響インテンシティを指定したアルゴリズムを元に計算 switch (algorithmList.value) { case 0://直接法 intensityList.AddRange(AcousticSI.DirectMethod(soundSignals, MeasurementParameter.AtmDensity, MeasurementParameter.MInterval)); break; case 1://STFTを使った時間周波数領域での計算処理 intensityList.AddRange(MathFFTW.STFTmethod(soundSignals, MeasurementParameter.n_overlap, MeasurementParameter.i_block, MeasurementParameter.Fs, MeasurementParameter.FreqMin, MeasurementParameter.FreqMax, MeasurementParameter.AtmDensity, MeasurementParameter.MInterval)); break; case 2://アンビソニックマイクを使った時間領域のpsudoIntensityの推定 intensityList.AddRange(MathAmbisonics.TdomMethod(soundSignals, MeasurementParameter.AtmDensity, 340)); break; case 3://アンビソニックマイクを使った時間周波数領域のpsudoIntensityの推定 intensityList.AddRange(MathAmbisonics.TFdomMethod(soundSignals, MeasurementParameter.n_overlap, MeasurementParameter.i_block, MeasurementParameter.Fs, MeasurementParameter.FreqMin, MeasurementParameter.FreqMax, MeasurementParameter.AtmDensity, 340)); break; } var intensityDirection = intensityList.ToArray(); //直接法計算 var sumIntensity = AcousticSI.SumIntensity(intensityDirection); var sumIntensityLv = MathFFTW.CalcuIntensityLevel(sumIntensity); yield return null; //PCがわ表示 float[] intensityLv = new float[intensityDirection.Length]; for (int i = 0; i < intensityDirection.Length; i++) { intensityLv[i] = MathFFTW.CalcuIntensityLevel(intensityDirection[i]); } yield return null; //オブジェクト作成 var vectorObj = Instantiate(Cone) as GameObject; vectorObj.transform.localScale = new Vector3(MeasurementParameter.objSize, MeasurementParameter.objSize, MeasurementParameter.objSize * 4); vectorObj.transform.parent = micPoint.transform; vectorObj.transform.localPosition = Vector3.zero; vectorObj.transform.localRotation = Quaternion.LookRotation(10000000000 * sumIntensity); var vecColor = ColorBar.DefineColor(MeasurementParameter.colormapID, sumIntensityLv, MeasurementParameter.MinIntensity, MeasurementParameter.MaxIntensity); vectorObj.transform.GetComponent<Renderer>().material.color = vecColor; vectorObj.name = "IntensityObj"; var parameter = vectorObj.AddComponent<ParameterStorage>(); parameter.PutIntensity(intensityDirection, intensityLv); intensities.Add(Num, vectorObj); //データそのものを保管 DataStorage data = new DataStorage(Num, sendPosition.sendPos, sendPosition.sendRot, soundSignals, sumIntensity); dataStorages.Add(Num, data); //送信データを作成 var sendData = new TransIntensityPackage(sendPosition, sumIntensity,intensityDirection, Num); tServerManager.SendIntensity(sendData); Num++; yield return null; }