forked from cgvr/DeltaVR
remove audio loopback functionality
This commit is contained in:
@@ -4,9 +4,9 @@ using System.Runtime.InteropServices;
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using UnityEngine;
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using FMOD;
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using FMODUnity;
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using Whisper; // WhisperManager, WhisperStream, WhisperResult
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using Whisper;
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using Whisper.Utils;
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using Debug = UnityEngine.Debug; // AudioChunk
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using Debug = UnityEngine.Debug;
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/// <summary>
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/// FMOD mic is initialized once (Start) and runs continuously in a ring buffer.
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@@ -28,12 +28,6 @@ public class FMODWhisperBridge : MonoBehaviour
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public int channels = 1;
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[Range(1, 10)] public int bufferLengthSec = 5;
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[Header("Loopback (monitor your voice)")]
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public bool playLoopback = true;
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[Tooltip("If true, loopback plays only while active; otherwise it’s always on.")]
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public bool loopbackOnlyWhenActive = true;
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[Range(0f, 2f)] public float loopbackVolume = 1.0f;
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public delegate void OnWhisperSegmentUpdatedDelegate(string result);
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public event OnWhisperSegmentUpdatedDelegate OnWhisperSegmentUpdated;
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@@ -44,7 +38,6 @@ public class FMODWhisperBridge : MonoBehaviour
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private FMOD.System _core;
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private Sound _recSound;
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private Channel _playChannel;
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private ChannelGroup _masterGroup;
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private uint _soundPcmLength; // in samples
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private int _nativeRate;
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private int _nativeChannels;
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@@ -138,24 +131,6 @@ public class FMODWhisperBridge : MonoBehaviour
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_core.getRecordPosition(recordDriverId, out _lastRecordPos);
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Debug.Log("[FMOD→Whisper] Recording started.");
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// Loopback channel (optional). Start once; pause when inactive if desired.
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_core.getMasterChannelGroup(out _masterGroup);
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if (playLoopback)
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{
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res = _core.playSound(_recSound, _masterGroup, false, out _playChannel);
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if (res == RESULT.OK && _playChannel.hasHandle())
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{
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_playChannel.setMode(MODE._2D);
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_playChannel.setVolume(loopbackVolume);
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if (loopbackOnlyWhenActive) _playChannel.setPaused(true); // keep muted until Activate
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Debug.Log("[FMOD→Whisper] Loopback playback ready.");
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}
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else
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{
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Debug.LogWarning($"[FMOD→Whisper] playSound failed or channel invalid: {res}");
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}
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}
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// No Whisper stream here. It will be created on ActivateRecording().
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await System.Threading.Tasks.Task.Yield();
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}
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@@ -217,11 +192,6 @@ public class FMODWhisperBridge : MonoBehaviour
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_streamStarted = true;
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// --- NEW: Clear the ring buffer and reset read pointer ---
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// Pause loopback while we clear (optional, but avoids clicks)
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if (playLoopback && _playChannel.hasHandle())
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_playChannel.setPaused(true);
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// Clear buffer bytes
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ClearRecordRingBuffer();
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@@ -231,13 +201,8 @@ public class FMODWhisperBridge : MonoBehaviour
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// We’ll skip feeding for one frame to guarantee a clean start
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_skipOneFeedFrame = true;
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// Unpause loopback if we want it active during recording
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if (playLoopback && _playChannel.hasHandle() && (!loopbackOnlyWhenActive || isRecordingActivated))
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_playChannel.setPaused(loopbackOnlyWhenActive ? false : _playChannel.getPaused(out var paused) == FMOD.RESULT.OK && paused ? false : false);
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isRecordingActivated = true;
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Debug.Log("[FMOD→Whisper] Stream activated (buffer cleared; reading from current head).");
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}
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/// <summary>
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@@ -249,10 +214,6 @@ public class FMODWhisperBridge : MonoBehaviour
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return;
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isRecordingActivated = false;
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// Pause loopback if it should only be active during recording
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if (playLoopback && loopbackOnlyWhenActive && _playChannel.hasHandle())
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_playChannel.setPaused(true);
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}
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/// <summary>
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@@ -277,7 +238,6 @@ public class FMODWhisperBridge : MonoBehaviour
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return Mathf.Clamp01(Mathf.InverseLerp(-60f, -15f, db));
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}
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private void Update()
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{
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// Always tick FMOD
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@@ -285,8 +245,7 @@ public class FMODWhisperBridge : MonoBehaviour
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if (!_recSound.hasHandle()) return;
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// Compute how many samples recorded since last frame.
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uint recPos;
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_core.getRecordPosition(recordDriverId, out recPos);
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_core.getRecordPosition(recordDriverId, out uint recPos);
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uint deltaSamples = (recPos >= _lastRecordPos)
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? (recPos - _lastRecordPos)
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@@ -353,7 +312,6 @@ public class FMODWhisperBridge : MonoBehaviour
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}
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}
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// If skipping, we just discard this frame to ensure no stale data leaks.
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}
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finally
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@@ -364,7 +322,6 @@ public class FMODWhisperBridge : MonoBehaviour
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if (_skipOneFeedFrame) _skipOneFeedFrame = false;
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_lastRecordPos = recPos;
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}
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private string PostProcessInput(string input)
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