VAUSoundSource.cs 4.92 KB
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using UnityEngine;
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using System.IO;
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using System.Collections.Generic;
using VA;

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public class VAUSoundSource : MonoBehaviour
{
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    [Tooltip("Activate this if you want to validate & change volume and mute/unmute state on every update loop.")]
    public bool ContinuousGainObserver = false; 
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    [Tooltip("Activate this if you dont want to pause the playback while the SoundSource is disabled but rather stop it.")]
    public bool stopOnDisable = false;

    [Tooltip("Insert a custom VAUDirectivity-Script.")] 
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    public VAUDirectivity Directivity = null;
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    [Tooltip("Insert a custom VAUSignalSource-Script.")]
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    public VAUSignalSource SignalSource = null;
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    private VANet _VA = null;
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    private int _ID;
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    private Quaternion q;
    private Transform t;
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    private string _AudiofileSignalSource = null;
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    public int ID
    {
        get
        {
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            return _ID;
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        }
    }
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	void OnEnable()
	{
		_VA = VAUAdapter.VA;
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		if (!_VA.IsConnected())
			return;
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		// Add sound source
		_ID = _VA.CreateSoundSource(this.name);
		_VA.SetSoundSourceAuralizationMode(_ID, "all");
	}
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    void Start()
    {
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        // Connect to directivity, if linked or attached
        if (Directivity)
            _VA.SetSoundSourceDirectivity(_ID, Directivity.ID);
        else if (GetComponent<VAUDirectivity>())
            _VA.SetSoundSourceDirectivity(_ID, GetComponent<VAUDirectivity>().ID);

        // Connect to signal source, if linked or attached
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		if (SignalSource)
		{
			_VA.SetSoundSourceSignalSource (_ID, SignalSource.ID);
		}
		else if (GetComponent<AudioSource>())
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        {
            // Set gain control once
            _VA.SetSoundSourceMuted(_ID, GetComponent<AudioSource>().mute);
            _VA.SetSoundSourceVolume(_ID, GetComponent<AudioSource>().volume);

            // Create and connect audio signal source
            if (GetComponent<AudioSource>().clip)
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            {
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                string FilePath = GetComponent<AudioSource>().clip.name + ".wav";
                string Name = this.name + "_signal";
                bool IsLooping = GetComponent<AudioSource>().loop;
                bool PlayOnAwake = GetComponent<AudioSource>().playOnAwake;

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				_AudiofileSignalSource = _VA.CreateSignalSourceBufferFromFile(FilePath, Name);
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                Debug.Assert(_AudiofileSignalSource.Length > 0, "Could not create integrated audio file signal source '" + Name + "' file from path " + FilePath);
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				_VA.SetSignalSourceBufferLooping(_AudiofileSignalSource, IsLooping);
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                if (PlayOnAwake)
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					_VA.SetSignalSourceBufferPlaybackAction(_AudiofileSignalSource, "play");
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                _VA.SetSoundSourceSignalSource(_ID, _AudiofileSignalSource);
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            }
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        }
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        // Activate auralization mode, if available
        if (GetComponent<VAUAuralizationMode>())
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            GetComponent<VAUAuralizationMode>().AuraStringChanged += OnSoundSourceAuralizationModeChanged;
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        // Initially, set the pose (otherwise rendering module can not spatialize)
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        SetSoundSourcePositionOrientation();
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    }

    // Update is called once per frame
    void Update()
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    {
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        SetSoundSourcePositionOrientation();
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        if (ContinuousGainObserver)
        {
            _VA.SetSoundSourceMuted(_ID, GetComponent<AudioSource>().mute);
            _VA.SetSoundSourceVolume(_ID, GetComponent<AudioSource>().volume);
        }
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    }

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    void SetSoundSourcePositionOrientation()
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    {
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        // Convert left-handed Unity transform matrix to VA positions and orientations (right-handed, OpenGL)
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        _VA = VAUAdapter.VA;
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        t = GetComponent<Transform>();
        q = t.rotation;
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        Vector3 up = q * Vector3.up;
        Vector3 view = q * Vector3.forward;
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        Vector3 view_ogl = new Vector3(view.x, view.y, -view.z);
        Vector3 up_ogl = new Vector3(up.x, up.y, -up.z);
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		_VA.SetSoundSourcePosition (_ID, new VAVec3 (t.transform.position.x, t.transform.position.y, -t.transform.position.z));
		_VA.SetSoundSourceOrientationVU(_ID, new VAVec3( view_ogl.x, view_ogl.y, view_ogl.z ), new VAVec3( up_ogl.x, up_ogl.y, up_ogl.z ));
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    }

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    void OnSoundSourceAuralizationModeChanged(string AuraMode)
    {
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        _VA.SetSoundSourceAuralizationMode(_ID, AuraMode);
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    }
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    public void OnDisable()
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    {
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        if (GetComponent<VAUAuralizationMode>())
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            GetComponent<VAUAuralizationMode>().AuraStringChanged -= OnSoundSourceAuralizationModeChanged;
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        if (stopOnDisable)
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            _VA.SetSignalSourceBufferPlaybackAction(_AudiofileSignalSource, "stop");
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        else
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			_VA.SetSignalSourceBufferPlaybackAction(_AudiofileSignalSource, "pause");
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    }
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    private void OnDestroy()
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    {
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        _VA = VAUAdapter.VA;
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        if (_VA.IsConnected())
        {
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            _VA.SetSoundSourceSignalSource(_ID, "");
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            _VA.DeleteSoundSource(_ID);

            // Temptative signal source deletion
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            if (_AudiofileSignalSource != null)
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                _VA.DeleteSignalSource(_AudiofileSignalSource);
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        }
    }
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}