Пример #1
0
        public Error Create(ComputeDevice computeDevice, PropagationSettings simulationSettings, Scene scene, ProbeManager probeManager)
        {
            var error = PhononCore.iplCreateEnvironment(Context.GetContext(), computeDevice.GetDevice(),
                                                        simulationSettings, scene.GetScene(), probeManager.GetProbeManager(), ref environment);

            if (error != Error.None)
            {
                throw new Exception("Unable to create environment [" + error.ToString() + "]");
            }

            return(error);
        }
Пример #2
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        public Error Create(ComputeDevice computeDevice, PropagationSettings simulationSettings)
        {
            string fileName = SceneFileName();

            if (!File.Exists(fileName))
            {
                return(Error.Fail);
            }

            var error = PhononCore.iplLoadFinalizedScene(Context.GetContext(), simulationSettings, SceneFileName(),
                                                         computeDevice.GetDevice(), null, ref scene);

            return(error);
        }
        public void SetEnvironment(Environment environment, PropagationSettings 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;

            var error = PhononCore.iplCreateEnvironmentalRenderer(Context.GetContext(), environment.GetEnvironment(),
                                                                  RenderingSettings(), ambisonicsFormat, ref environmentalRenderer);

            if (error != Error.None)
            {
                throw new Exception("Unable to create environment renderer [" + error.ToString() + "]");
            }
        }
Пример #4
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        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);
        }
Пример #5
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        public Error Export(ComputeDevice computeDevice, PropagationSettings simulationSettings)
        {
            var error = Error.None;

            var objects = GameObject.FindObjectsOfType <PhononGeometry>();

            simulationSettings.sceneType = SceneType.Phonon;    // Scene type should always be Phonon when exporting the scene.
            error = PhononCore.iplCreateScene(Context.GetContext(), computeDevice.GetDevice(), simulationSettings,
                                              objects.Length, ref scene);
            if (error != Error.None)
            {
                throw new Exception("Unable to create scene for export (" + objects.Length.ToString() +
                                    " materials): [" + error.ToString() + "]");
            }

            var materials = new Material[objects.Length];

            for (var i = 0; i < objects.Length; ++i)
            {
                objects[i].GetMaterial(ref materials[i]);
                PhononCore.iplSetSceneMaterial(scene, i, materials[i]);
            }

            var totalNumVertices = 0;
            var numVertices      = new int[objects.Length];

            var totalNumTriangles = 0;
            var numTriangles      = new int[objects.Length];

            for (var i = 0; i < objects.Length; ++i)
            {
                numVertices[i]    = objects[i].GetNumVertices();
                totalNumVertices += numVertices[i];

                numTriangles[i]    = objects[i].GetNumTriangles();
                totalNumTriangles += numTriangles[i];
            }

            var staticMesh = IntPtr.Zero;

            error = PhononCore.iplCreateStaticMesh(scene, totalNumVertices, totalNumTriangles, ref staticMesh);
            if (error != Error.None)
            {
                throw new Exception("Unable to create static mesh for export (" + totalNumVertices.ToString() +
                                    " vertices, " + totalNumTriangles.ToString() + " triangles): [" + error.ToString() + "]");
            }

            var vertices     = new Vector3[totalNumVertices];
            var vertexOffset = 0;

            var triangles      = new Triangle[totalNumTriangles];
            var triangleOffset = 0;

            var materialIndices = new int[totalNumTriangles];

            for (var i = 0; i < objects.Length; ++i)
            {
                objects[i].GetGeometry(vertices, vertexOffset, triangles, triangleOffset);

                for (var j = 0; j < numTriangles[i]; ++j)
                {
                    materialIndices[triangleOffset + j] = i;
                }

                vertexOffset   += numVertices[i];
                triangleOffset += numTriangles[i];
            }

            PhononCore.iplSetStaticMeshVertices(scene, staticMesh, vertices);
            PhononCore.iplSetStaticMeshTriangles(scene, staticMesh, triangles);
            PhononCore.iplSetStaticMeshMaterials(scene, staticMesh, materialIndices);

            PhononCore.iplFinalizeScene(scene, null);

#if UNITY_EDITOR
            if (!Directory.Exists(Application.streamingAssetsPath))
            {
                UnityEditor.AssetDatabase.CreateFolder("Assets", "StreamingAssets");
            }
#endif

            error = PhononCore.iplSaveFinalizedScene(scene, SceneFileName());
            if (error != Error.None)
            {
                throw new Exception("Unable to save scene to " + SceneFileName() + " [" + error.ToString() + "]");
            }

            PhononCore.iplDestroyStaticMesh(ref staticMesh);
            PhononCore.iplDestroyScene(ref scene);

            Debug.Log("Scene exported to " + SceneFileName() + ".");

            return(error);
        }
Пример #6
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 public static extern Error iplCreateEnvironment(GlobalContext globalContext, IntPtr computeDevice, PropagationSettings simulationSettings, IntPtr scene, IntPtr probeManager, [In, Out] ref IntPtr environment);
Пример #7
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 public static extern Error iplLoadFinalizedScene(GlobalContext globalContext, PropagationSettings simulationSettings, string fileName, IntPtr computeDevice, LoadSceneProgressCallback progressCallback, [In, Out] ref IntPtr scene);
Пример #8
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 public static extern Error iplCreateScene(GlobalContext globalContext, IntPtr computeDevice, PropagationSettings simulationSettings, int numMaterials, [In, Out] ref IntPtr scene);
Пример #9
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 public static extern Error iplCreateSimulationData(PropagationSettings simulationSettings, RenderingSettings renderingSettings, [In, Out] ref IntPtr simulationData);
Пример #10
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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>();
            }
        }
Пример #11
0
        //
        // 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.");
                }
            }
        }