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- /************************************************************************************
- Filename : ONSPAudioSource.cs
- Content : Interface into the Oculus Native Spatializer Plugin
- Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
- Licensed under the Oculus SDK Version 3.5 (the "License");
- you may not use the Oculus SDK except in compliance with the License,
- which is provided at the time of installation or download, or which
- otherwise accompanies this software in either electronic or hard copy form.
- You may obtain a copy of the License at
- https://developer.oculus.com/licenses/sdk-3.5/
- Unless required by applicable law or agreed to in writing, the Oculus SDK
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- ************************************************************************************/
- // Uncomment below to test access of read-only spatializer parameters
- //#define TEST_READONLY_PARAMETERS
- using UnityEngine;
- using System;
- using System.Collections;
- using System.Runtime.InteropServices;
- public class ONSPAudioSource : MonoBehaviour
- {
- #if TEST_READONLY_PARAMETERS
- // Spatializer read-only system parameters (global)
- static int readOnly_GlobalRelectionOn = 8;
- static int readOnly_NumberOfUsedSpatializedVoices = 9;
- #endif
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
- static void OnBeforeSceneLoadRuntimeMethod()
- {
- OSP_SetGlobalVoiceLimit(ONSPSettings.Instance.voiceLimit);
- }
- // Import functions
- public const string strONSPS = "AudioPluginOculusSpatializer";
- [DllImport(strONSPS)]
- private static extern void ONSP_GetGlobalRoomReflectionValues(ref bool reflOn, ref bool reverbOn,
- ref float width, ref float height, ref float length);
- // Public
- [SerializeField]
- private bool enableSpatialization = true;
- public bool EnableSpatialization
- {
- get
- {
- return enableSpatialization;
- }
- set
- {
- enableSpatialization = value;
- }
- }
- [SerializeField]
- private float gain = 0.0f;
- public float Gain
- {
- get
- {
- return gain;
- }
- set
- {
- gain = Mathf.Clamp(value, 0.0f, 24.0f);
- }
- }
-
- [SerializeField]
- private bool useInvSqr = false;
- public bool UseInvSqr
- {
- get
- {
- return useInvSqr;
- }
- set
- {
- useInvSqr = value;
- }
- }
- [SerializeField]
- private float near = 0.25f;
- public float Near
- {
- get
- {
- return near;
- }
- set
- {
- near = Mathf.Clamp(value, 0.0f, 1000000.0f);
- }
- }
- [SerializeField]
- private float far = 250.0f;
- public float Far
- {
- get
- {
- return far;
- }
- set
- {
- far = Mathf.Clamp(value, 0.0f, 1000000.0f);
- }
- }
- [SerializeField]
- private float volumetricRadius = 0.0f;
- public float VolumetricRadius
- {
- get
- {
- return volumetricRadius;
- }
- set
- {
- volumetricRadius = Mathf.Clamp(value, 0.0f, 1000.0f);
- }
- }
- [SerializeField]
- private float reverbSend = 0.0f;
- public float ReverbSend
- {
- get
- {
- return reverbSend;
- }
- set
- {
- reverbSend = Mathf.Clamp(value, -60.0f, 20.0f);
- }
- }
- [SerializeField]
- private bool enableRfl = false;
- public bool EnableRfl
- {
- get
- {
- return enableRfl;
- }
- set
- {
- enableRfl = value;
- }
- }
- /// <summary>
- /// Awake this instance.
- /// </summary>
- void Awake()
- {
- // We might iterate through multiple sources / game object
- var source = GetComponent<AudioSource>();
- SetParameters(ref source);
- }
- /// <summary>
- /// Start this instance.
- /// </summary>
- void Start()
- {
- }
- /// <summary>
- /// Update this instance.
- /// </summary>
- void Update()
- {
- // We might iterate through multiple sources / game object
- var source = GetComponent<AudioSource>();
- // READ-ONLY PARAMETER TEST
- #if TEST_READONLY_PARAMETERS
- float rfl_enabled = 0.0f;
- source.GetSpatializerFloat(readOnly_GlobalRelectionOn, out rfl_enabled);
- float num_voices = 0.0f;
- source.GetSpatializerFloat(readOnly_NumberOfUsedSpatializedVoices, out num_voices);
- String readOnly = System.String.Format
- ("Read only values: refl enabled: {0:F0} num voices: {1:F0}", rfl_enabled, num_voices);
- Debug.Log(readOnly);
- #endif
- // Check to see if we should disable spatializion
- if ((Application.isPlaying == false) ||
- (AudioListener.pause == true) ||
- (source.isPlaying == false) ||
- (source.isActiveAndEnabled == false)
- )
- {
- source.spatialize = false;
- return;
- }
- else
- {
- SetParameters(ref source);
- }
- }
- enum Parameters : int
- {
- P_GAIN = 0,
- P_USEINVSQR,
- P_NEAR,
- P_FAR,
- P_RADIUS,
- P_DISABLE_RFL,
- P_VSPEAKERMODE,
- P_AMBISTAT,
- P_READONLY_GLOBAL_RFL_ENABLED, // READ-ONLY
- P_READONLY_NUM_VOICES, // READ-ONLY
- P_SENDLEVEL,
- P_NUM
- };
- /// <summary>
- /// Sets the parameters.
- /// </summary>
- /// <param name="source">Source.</param>
- public void SetParameters(ref AudioSource source)
- {
- // See if we should enable spatialization
- source.spatialize = enableSpatialization;
-
- source.SetSpatializerFloat((int)Parameters.P_GAIN, gain);
- // All inputs are floats; convert bool to 0.0 and 1.0
- if(useInvSqr == true)
- source.SetSpatializerFloat((int)Parameters.P_USEINVSQR, 1.0f);
- else
- source.SetSpatializerFloat((int)Parameters.P_USEINVSQR, 0.0f);
- source.SetSpatializerFloat((int)Parameters.P_NEAR, near);
- source.SetSpatializerFloat((int)Parameters.P_FAR, far);
- source.SetSpatializerFloat((int)Parameters.P_RADIUS, volumetricRadius);
- if(enableRfl == true)
- source.SetSpatializerFloat((int)Parameters.P_DISABLE_RFL, 0.0f);
- else
- source.SetSpatializerFloat((int)Parameters.P_DISABLE_RFL, 1.0f);
- source.SetSpatializerFloat((int)Parameters.P_SENDLEVEL, reverbSend);
- }
- private static ONSPAudioSource RoomReflectionGizmoAS = null;
- /// <summary>
- ///
- /// </summary>
- void OnDrawGizmos()
- {
- // Are we the first one created? make sure to set our static ONSPAudioSource
- // for drawing out room parameters once
- if(RoomReflectionGizmoAS == null)
- {
- RoomReflectionGizmoAS = this;
- }
- Color c;
- const float colorSolidAlpha = 0.1f;
- // Draw the near/far spheres
- // Near (orange)
- c.r = 1.0f;
- c.g = 0.5f;
- c.b = 0.0f;
- c.a = 1.0f;
- Gizmos.color = c;
- Gizmos.DrawWireSphere(transform.position, Near);
- c.a = colorSolidAlpha;
- Gizmos.color = c;
- Gizmos.DrawSphere(transform.position, Near);
- // Far (red)
- c.r = 1.0f;
- c.g = 0.0f;
- c.b = 0.0f;
- c.a = 1.0f;
- Gizmos.color = Color.red;
- Gizmos.DrawWireSphere(transform.position, Far);
- c.a = colorSolidAlpha;
- Gizmos.color = c;
- Gizmos.DrawSphere(transform.position, Far);
-
- // VolumetricRadius (purple)
- c.r = 1.0f;
- c.g = 0.0f;
- c.b = 1.0f;
- c.a = 1.0f;
- Gizmos.color = c;
- Gizmos.DrawWireSphere(transform.position, VolumetricRadius);
- c.a = colorSolidAlpha;
- Gizmos.color = c;
- Gizmos.DrawSphere(transform.position, VolumetricRadius);
- // Draw room parameters ONCE only, provided reflection engine is on
- if (RoomReflectionGizmoAS == this)
- {
- // Get global room parameters (write new C api to get reflection values)
- bool reflOn = false;
- bool reverbOn = false;
- float width = 1.0f;
- float height = 1.0f;
- float length = 1.0f;
- ONSP_GetGlobalRoomReflectionValues(ref reflOn, ref reverbOn, ref width, ref height, ref length);
- // TO DO: Get the room reflection values and render those out as well (like we do in the VST)
- if((Camera.main != null) && (reflOn == true))
- {
- // Set color of cube (cyan is early reflections only, white is with reverb on)
- if(reverbOn == true)
- c = Color.white;
- else
- c = Color.cyan;
- Gizmos.color = c;
- Gizmos.DrawWireCube(Camera.main.transform.position, new Vector3(width, height, length));
- c.a = colorSolidAlpha;
- Gizmos.color = c;
- Gizmos.DrawCube(Camera.main.transform.position, new Vector3(width, height, length));
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- void OnDestroy()
- {
- // We will null out single pointer instance
- // of the room reflection gizmo since we are being destroyed.
- // Any ONSPAS that is alive or born will re-set this pointer
- // so that we only draw it once
- if(RoomReflectionGizmoAS == this)
- {
- RoomReflectionGizmoAS = null;
- }
- }
-
- [System.Runtime.InteropServices.DllImport("AudioPluginOculusSpatializer")]
- private static extern int OSP_SetGlobalVoiceLimit(int VoiceLimit);
- }
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