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