DeltaVR/Assets/Plugins/SteamAudio/Scripts/Runtime/SteamAudioReverbDataPoint.cs
2025-11-21 22:37:24 +02:00

239 lines
7.5 KiB
C#

//
// Copyright 2017-2023 Valve Corporation.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// 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.
//
using UnityEngine;
using System;
using System.Runtime.InteropServices;
using System.IO;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace SteamAudio
{
[AddComponentMenu("Steam Audio/Steam Audio Reverb Data Point")]
[ExecuteAlways]
public class SteamAudioReverbDataPoint : MonoBehaviour
{
public int sampleRate = 44100;
[Range(0, 3)]
public int ambisonicOrder = 0;
[Range(0.1f, 10.0f)]
public float reverbDuration = 1.0f;
public bool storeEnergyField = false;
public bool storeImpulseResponse = true;
[Header("Baked Data")]
public SteamAudioReverbData reverbData;
static List<SteamAudioReverbData> sAssetsToFlush = null;
#if STEAMAUDIO_ENABLED
void CreateFolderRecursively(string path)
{
#if UNITY_EDITOR
string[] parts = path.Split('/');
string currentPath = "";
for (int i = 1; i < parts.Length; i++)
{
currentPath += "/" + parts[i];
string fullPath = "Assets" + currentPath;
if (!AssetDatabase.IsValidFolder(fullPath))
{
string parentPath = string.Join("/", parts, 0, i);
AssetDatabase.CreateFolder(parentPath, parts[i]);
AssetDatabase.Refresh();
}
}
#endif
}
public static string GetAssetFolderPath()
{
// Must start with Assets/
return "Assets/Resources/ReverbData";
}
static BakedDataIdentifier GetBakedDataIdentifier()
{
var identifier = new BakedDataIdentifier { };
identifier.type = BakedDataType.Reflections;
identifier.variation = BakedDataVariation.Reverb;
return identifier;
}
public void EnsureValidData()
{
#if UNITY_EDITOR
if (reverbData != null)
return;
var folderPath = GetAssetFolderPath();
if (!AssetDatabase.IsValidFolder(folderPath))
{
CreateFolderRecursively(folderPath);
}
string assetName = $"{gameObject.name}_{Guid.NewGuid()}.asset";
string path = Path.Combine(folderPath, assetName);
reverbData = ScriptableObject.CreateInstance<SteamAudioReverbData>();
reverbData.Initialize();
AssetDatabase.CreateAsset(reverbData, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.SetDirty(this);
#endif
}
public static void BeginBake(SteamAudioReverbDataPoint[] probes)
{
#if UNITY_EDITOR
AssetDatabase.StartAssetEditing();
#endif
var tasks = new BakedDataTask[probes.Length];
for (var i = 0; i < probes.Length; i++)
{
tasks[i].gameObject = probes[i].gameObject;
tasks[i].component = probes[i];
tasks[i].name = probes[i].gameObject.name;
tasks[i].identifier = GetBakedDataIdentifier();
tasks[i].probeBatches = null;
tasks[i].probeBatchNames = null;
tasks[i].probeBatchAssets = null;
tasks[i].probe = probes[i];
tasks[i].probePosition = probes[i].gameObject.transform.position;
tasks[i].probe.EnsureValidData();
}
#if UNITY_EDITOR
AssetDatabase.StopAssetEditing();
#endif
Baker.BeginBake(tasks, true);
}
public void UpdateEnergyField(IntPtr energyField)
{
if (!storeEnergyField)
{
reverbData.reverbEnergyFieldNumChannels = 0;
reverbData.reverbEnergyFieldNumBands = 0;
reverbData.reverbEnergyFieldNumBins = 0;
reverbData.reverbEnergyField = null;
return;
}
if (energyField == IntPtr.Zero)
return;
reverbData.reverbEnergyFieldNumChannels = API.iplEnergyFieldGetNumChannels(energyField);
reverbData.reverbEnergyFieldNumBands = 3;
reverbData.reverbEnergyFieldNumBins = API.iplEnergyFieldGetNumBins(energyField);
reverbData.reverbEnergyField = new float[reverbData.reverbEnergyFieldNumChannels * reverbData.reverbEnergyFieldNumBands * reverbData.reverbEnergyFieldNumBins];
IntPtr reverbEnergyFieldData = API.iplEnergyFieldGetData(energyField);
if (reverbEnergyFieldData == IntPtr.Zero)
return;
Marshal.Copy(reverbEnergyFieldData, reverbData.reverbEnergyField, 0, reverbData.reverbEnergyField.Length);
}
public void UpdateImpulseResponse(IntPtr ir)
{
if (!storeImpulseResponse)
{
reverbData.reverbIRNumChannels = 0;
reverbData.reverbIRNumSamples = 0;
reverbData.reverbIR = null;
return;
}
if (ir == IntPtr.Zero)
return;
reverbData.reverbIRNumChannels = API.iplImpulseResponseGetNumChannels(ir);
reverbData.reverbIRNumSamples = API.iplImpulseResponseGetNumSamples(ir);
reverbData.reverbIR = new float[reverbData.reverbIRNumChannels * reverbData.reverbIRNumSamples];
IntPtr reverbIRData = API.iplImpulseResponseGetData(ir);
if (reverbIRData == IntPtr.Zero)
return;
Marshal.Copy(reverbIRData, reverbData.reverbIR, 0, reverbData.reverbIR.Length);
}
public void WriteReverbDataToFile(bool flush = true)
{
if (flush)
{
FlushWrite(reverbData);
}
else
{
if (sAssetsToFlush == null)
{
sAssetsToFlush = new List<SteamAudioReverbData>();
}
sAssetsToFlush.Add(reverbData);
}
}
public static void FlushWrite(SteamAudioReverbData dataAsset)
{
#if UNITY_EDITOR
var assetPaths = new string[1];
assetPaths[0] = AssetDatabase.GetAssetPath(dataAsset);
// TODO: Deprecate older versions of Unity.
#if UNITY_2017_3_OR_NEWER
AssetDatabase.ForceReserializeAssets(assetPaths);
#endif
#endif
}
public static void FlushAllWrites()
{
#if UNITY_EDITOR
AssetDatabase.StartAssetEditing();
if (sAssetsToFlush != null)
{
for (int i = 0; i < sAssetsToFlush.Count; ++i)
{
EditorUtility.DisplayProgressBar("Saving Assets", $"{sAssetsToFlush[i]}", ((float)(i + 1)) / sAssetsToFlush.Count);
FlushWrite(sAssetsToFlush[i]);
}
sAssetsToFlush.Clear();
}
AssetDatabase.StopAssetEditing();
#endif
}
#endif
}
}