feat: added fmod

This commit is contained in:
Gerard Gascón 2024-04-17 23:19:16 +02:00
parent c803300dce
commit 3471c31c32
416 changed files with 39455 additions and 171 deletions

53
.gitattributes vendored Normal file
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@ -0,0 +1,53 @@
# Auto detect text files and perform LF normalization
* text=auto
# 3D models
*.3dm filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.c4d filter=lfs diff=lfs merge=lfs -text
*.collada filter=lfs diff=lfs merge=lfs -text
*.dae filter=lfs diff=lfs merge=lfs -text
*.dxf filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.jas filter=lfs diff=lfs merge=lfs -text
*.lws filter=lfs diff=lfs merge=lfs -text
*.lxo filter=lfs diff=lfs merge=lfs -text
*.ma filter=lfs diff=lfs merge=lfs -text
*.max filter=lfs diff=lfs merge=lfs -text
*.mb filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.ply filter=lfs diff=lfs merge=lfs -text
*.skp filter=lfs diff=lfs merge=lfs -text
*.stl filter=lfs diff=lfs merge=lfs -text
*.ztl filter=lfs diff=lfs merge=lfs -text
# Audio
*.aif filter=lfs diff=lfs merge=lfs -text
*.aiff filter=lfs diff=lfs merge=lfs -text
*.it filter=lfs diff=lfs merge=lfs -text
*.mod filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.s3m filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.xm filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
# Fonts
*.otf filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text
# Images
*.bmp filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.gif filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.iff filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.pict filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.tif filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.dll filter=lfs diff=lfs merge=lfs -text
*.so filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text

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@ -80,3 +80,4 @@ jobs:
ITCH_GAME: roses
ITCH_USER: Geri8
PACKAGE: build/${{ matrix.targetPlatform.os }}
VERSION_FILE: version_number.txt

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@ -148,3 +148,21 @@ fabric.properties
# Android studio 3.1+ serialized cache file
.idea/caches/build_file_checksums.ser
# Never ignore DLLs in the FMOD subfolder.
!/[Aa]ssets/Plugins/FMOD/**/lib/*
# Don't ignore images and gizmos used by FMOD in the Unity Editor.
!/[Aa]ssets/Gizmos/FMOD/*
!/[Aa]ssets/Editor Default Resources/FMOD/*
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
/[Aa]ssets/StreamingAssets/**/*.bank.meta
# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
# Log files can be ignored.
fmod_editor.log

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"name": "FMODUnity",
"references": [
"Unity.Timeline",
"Unity.Addressables",
"Unity.ResourceManager"
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"allowUnsafeCode": false,
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 FMOD END USER LICENCE AGREEMENT
===============================
This End User Licence Agreement (EULA) is a legal agreement between you and
Firelight Technologies Pty Ltd (ACN 099 182 448) (us or we) and governs your use
of FMOD Studio Authoring Tool and FMOD Studio Engine, together the Software.
1. GRANT OF LICENCE
1.1 FMOD Studio Authoring Tool
This EULA grants you the right to use FMOD Studio Authoring Tool for all use,
including Commercial use, subject to the following:
i. FMOD Studio Authoring Tool is used to create content for use with the
FMOD Studio Engine only;
ii. FMOD Studio Authoring Tool is not redistributed in any form.
1.2 FMOD Studio Engine
This EULA grants you the right to use FMOD Studio Engine, for personal
(hobbyist), educational (students and teachers) or Non-Commercial use only,
subject to the following:
i. FMOD Studio Engine is integrated and redistributed in a software
application (Product) only;
ii. FMOD Studio Engine is not distributed as part of a game engine or tool
set;
iii. FMOD Studio Engine is not used in any Commercial enterprise or for any
Commercial production or subcontracting, except for the purposes of
Evaluation or Development of a Commercial Product;
iv. Non-Commercial use does not involve any form of monetisation,
sponsorship or promotion;
v. Product includes attribution in accordance with Clause 3.
2.OTHER USE
For all Commercial use, and any Non Commercial use not permitted by this
license, a separate license is required. Refer to www.fmod.com/licensing for
information.
3. CREDITS
All Products require an in game credit line which must include the words “FMOD
Studio” and “Firelight Technologies Pty Ltd”. Refer to www.fmod.com/attribution
for examples.
4. INTELLECTUAL PROPERTY RIGHTS
We are and remain at all times the owner of the Software (including all
intellectual property rights in or to the Software). For the avoidance of doubt,
nothing in this EULA may be deemed to grant or assign to you any proprietary or
ownership interest or intellectual property rights in or to the Software other
than the rights licensed pursuant to Clause 1.
You acknowledge and agree that you have no right, title or interest in and to
the intellectual property rights in the Software.
5. SECURITY AND RISK
You are responsible for protecting the Software and any related materials at all
times from unauthorised access, use or damage.
6. WARRANTY AND LIMITATION OF LIABILITY
The Software is provided by us “as is” and, to the maximum extent permitted by
law, any express or implied warranties of any kind, including (but not limited
to) all implied warranties of merchantability and fitness for a particular
purpose are disclaimed.
In no event shall we (and our employees, contractors and subcontractors),
developers and contributors be liable for any direct, special, indirect or
consequential damages whatsoever resulting from loss of data or profits, whether
in an action of contract, negligence or other tortious conduct, arising out of
or in connection with the use or performance of the Software.
7. OGG VORBIS CODEC
FMOD uses the Ogg Vorbis codec © 2002, Xiph.Org Foundation.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
i. Redistributions of source code must retain the above copyright notice,
the list of conditions and the following disclaimer.
ii. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other material provided with the distribution.
iii. Neither the name of the Xiph.org Foundation nor the names of its
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
8. RESONANCE AUDIO SDK
FMOD includes Resonance Audio SDK, licensed under the Apache Licence, Version
2.0 (the Licence); 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.
8. ANDROID PLATFORM CODE
Copyright (C) 2010 The Android Open Source Project All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
9. AUDIOMOTORS DEMO CONTENT
The audiogaming_audiomotors_demo_engine.agp file is provided for evaluation
purposes only and is not to be redistributed. AudioMotors V2 Pro is required to
create your own engine content. Refer to https://lesound.io for information.

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Welcome to FMOD for Unity
This package allows you to easily play back audio events created in FMOD Studio
within your Unity project.
The best place to start is with our online documentation:
https://fmod.com/resources/documentation-unity
If you prefer a more step-by-step guide, try our integration tutorial that
builds on the familiar Karting Microgame:
https://fmod.com/unity-integrate
For support, join the conversation on our Unity forums:
https://qa.fmod.com/c/unity

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{
"name": "FMODUnityResonanceEditor",
"references": [
"FMODUnityResonance"
],
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"Editor"
],
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// Copyright 2017 Google Inc. All rights reserved.
//
// 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 UnityEditor;
using System.Collections;
namespace FMODUnityResonance
{
/// A custom editor for properties on the FmodResonanceAudioRoom script. This appears in the
/// Inspector window of a FmodResonanceAudioRoom object.
[CustomEditor(typeof(FmodResonanceAudioRoom))]
[CanEditMultipleObjects]
public class FmodResonanceAudioRoomEditor : Editor
{
private SerializedProperty leftWall = null;
private SerializedProperty rightWall = null;
private SerializedProperty floor = null;
private SerializedProperty ceiling = null;
private SerializedProperty backWall = null;
private SerializedProperty frontWall = null;
private SerializedProperty reflectivity = null;
private SerializedProperty reverbGainDb = null;
private SerializedProperty reverbBrightness = null;
private SerializedProperty reverbTime = null;
private SerializedProperty size = null;
private GUIContent surfaceMaterialsLabel = new GUIContent("Surface Materials",
"Room surface materials to calculate the acoustic properties of the room.");
private GUIContent surfaceMaterialLabel = new GUIContent("Surface Material",
"Surface material used to calculate the acoustic properties of the room.");
private GUIContent reflectivityLabel = new GUIContent("Reflectivity",
"Adjusts what proportion of the direct sound is reflected back by each surface, after an " +
"appropriate delay. Reverberation is unaffected by this setting.");
private GUIContent reverbGainLabel = new GUIContent("Gain (dB)",
"Applies a gain adjustment to the reverberation in the room. The default value will leave " +
"reverb unaffected.");
private GUIContent reverbPropertiesLabel = new GUIContent("Reverb Properties",
"Parameters to adjust the reverb properties of the room.");
private GUIContent reverbBrightnessLabel = new GUIContent("Brightness",
"Adjusts the balance between high and low frequencies in the reverb.");
private GUIContent reverbTimeLabel = new GUIContent("Time",
"Adjusts the overall duration of the reverb by a positive scaling factor.");
private GUIContent sizeLabel = new GUIContent("Size", "Sets the room dimensions.");
private void OnEnable()
{
leftWall = serializedObject.FindProperty("LeftWall");
rightWall = serializedObject.FindProperty("RightWall");
floor = serializedObject.FindProperty("Floor");
ceiling = serializedObject.FindProperty("Ceiling");
backWall = serializedObject.FindProperty("BackWall");
frontWall = serializedObject.FindProperty("FrontWall");
reflectivity = serializedObject.FindProperty("Reflectivity");
reverbGainDb = serializedObject.FindProperty("ReverbGainDb");
reverbBrightness = serializedObject.FindProperty("ReverbBrightness");
reverbTime = serializedObject.FindProperty("ReverbTime");
size = serializedObject.FindProperty("Size");
}
/// @cond
public override void OnInspectorGUI()
{
serializedObject.Update();
// Add clickable script field, as would have been provided by DrawDefaultInspector()
MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", script, typeof(MonoScript), false);
EditorGUI.EndDisabledGroup();
EditorGUILayout.LabelField(surfaceMaterialsLabel);
++EditorGUI.indentLevel;
DrawSurfaceMaterial(leftWall);
DrawSurfaceMaterial(rightWall);
DrawSurfaceMaterial(floor);
DrawSurfaceMaterial(ceiling);
DrawSurfaceMaterial(backWall);
DrawSurfaceMaterial(frontWall);
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.Slider(reflectivity, 0.0f, FmodResonanceAudio.MaxReflectivity, reflectivityLabel);
EditorGUILayout.Separator();
EditorGUILayout.LabelField(reverbPropertiesLabel);
++EditorGUI.indentLevel;
EditorGUILayout.Slider(reverbGainDb, FmodResonanceAudio.MinGainDb, FmodResonanceAudio.MaxGainDb,
reverbGainLabel);
EditorGUILayout.Slider(reverbBrightness, FmodResonanceAudio.MinReverbBrightness,
FmodResonanceAudio.MaxReverbBrightness, reverbBrightnessLabel);
EditorGUILayout.Slider(reverbTime, 0.0f, FmodResonanceAudio.MaxReverbTime, reverbTimeLabel);
--EditorGUI.indentLevel;
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(size, sizeLabel);
serializedObject.ApplyModifiedProperties();
}
/// @endcond
private void DrawSurfaceMaterial(SerializedProperty surfaceMaterial)
{
surfaceMaterialLabel.text = surfaceMaterial.displayName;
EditorGUILayout.PropertyField(surfaceMaterial, surfaceMaterialLabel);
}
}
}

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{
"name": "FMODUnityResonance",
"references": [
"FMODUnity"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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// Copyright 2017 Google Inc. All rights reserved.
//
// 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.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using FMODUnity;
namespace FMODUnityResonance
{
/// This is the main Resonance Audio class that communicates with the FMOD Unity integration. Native
/// functions of the system can only be called through this class to preserve the internal system
/// functionality.
public static class FmodResonanceAudio
{
/// Maximum allowed gain value in decibels.
public const float MaxGainDb = 24.0f;
/// Minimum allowed gain value in decibels.
public const float MinGainDb = -24.0f;
/// Maximum allowed reverb brightness modifier value.
public const float MaxReverbBrightness = 1.0f;
/// Minimum allowed reverb brightness modifier value.
public const float MinReverbBrightness = -1.0f;
/// Maximum allowed reverb time modifier value.
public const float MaxReverbTime = 3.0f;
/// Maximum allowed reflectivity multiplier of a room surface material.
public const float MaxReflectivity = 2.0f;
// Right-handed to left-handed matrix converter (and vice versa).
private static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
// Get a handle to the Resonance Audio Listener FMOD Plugin.
private static readonly string listenerPluginName = "Resonance Audio Listener";
// Size of |RoomProperties| struct in bytes.
private static readonly int roomPropertiesSize = FMOD.MarshalHelper.SizeOf(typeof(RoomProperties));
// Plugin data parameter index for the room properties.
private static readonly int roomPropertiesIndex = 1;
// Boundaries instance to be used in room detection logic.
private static Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
// Container to store the currently active rooms in the scene.
private static List<FmodResonanceAudioRoom> enabledRooms = new List<FmodResonanceAudioRoom>();
// Current listener position.
private static FMOD.VECTOR listenerPositionFmod = new FMOD.VECTOR();
// FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP listenerPlugin;
/// Updates the room effects of the environment with given |room| properties.
/// @note This should only be called from the main Unity thread.
public static void UpdateAudioRoom(FmodResonanceAudioRoom room, bool roomEnabled)
{
// Update the enabled rooms list.
if (roomEnabled)
{
if (!enabledRooms.Contains(room))
{
enabledRooms.Add(room);
}
}
else
{
enabledRooms.Remove(room);
}
// Update the current room effects to be applied.
if (enabledRooms.Count > 0)
{
FmodResonanceAudioRoom currentRoom = enabledRooms[enabledRooms.Count - 1];
RoomProperties roomProperties = GetRoomProperties(currentRoom);
// Pass the room properties into a pointer.
IntPtr roomPropertiesPtr = Marshal.AllocHGlobal(roomPropertiesSize);
Marshal.StructureToPtr(roomProperties, roomPropertiesPtr, false);
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(roomPropertiesPtr,
roomPropertiesSize));
Marshal.FreeHGlobal(roomPropertiesPtr);
}
else
{
// Set the room properties to a null room, which will effectively disable the room effects.
ListenerPlugin.setParameterData(roomPropertiesIndex, GetBytes(IntPtr.Zero, 0));
}
}
/// Returns whether the listener is currently inside the given |room| boundaries.
public static bool IsListenerInsideRoom(FmodResonanceAudioRoom room)
{
// Compute the room position relative to the listener.
FMOD.VECTOR unused;
RuntimeManager.CoreSystem.get3DListenerAttributes(0, out listenerPositionFmod, out unused,
out unused, out unused);
Vector3 listenerPosition = new Vector3(listenerPositionFmod.x, listenerPositionFmod.y,
listenerPositionFmod.z);
Vector3 relativePosition = listenerPosition - room.transform.position;
Quaternion rotationInverse = Quaternion.Inverse(room.transform.rotation);
// Set the size of the room as the boundary and return whether the listener is inside.
bounds.size = Vector3.Scale(room.transform.lossyScale, room.Size);
return bounds.Contains(rotationInverse * relativePosition);
}
[StructLayout(LayoutKind.Sequential)]
private struct RoomProperties
{
// Center position of the room in world space.
public float PositionX;
public float PositionY;
public float PositionZ;
// Rotation (quaternion) of the room in world space.
public float RotationX;
public float RotationY;
public float RotationZ;
public float RotationW;
// Size of the shoebox room in world space.
public float DimensionsX;
public float DimensionsY;
public float DimensionsZ;
// Material name of each surface of the shoebox room.
public FmodResonanceAudioRoom.SurfaceMaterial MaterialLeft;
public FmodResonanceAudioRoom.SurfaceMaterial MaterialRight;
public FmodResonanceAudioRoom.SurfaceMaterial MaterialBottom;
public FmodResonanceAudioRoom.SurfaceMaterial MaterialTop;
public FmodResonanceAudioRoom.SurfaceMaterial MaterialFront;
public FmodResonanceAudioRoom.SurfaceMaterial MaterialBack;
// User defined uniform scaling factor for reflectivity. This parameter has no effect when set
// to 1.0f.
public float ReflectionScalar;
// User defined reverb tail gain multiplier. This parameter has no effect when set to 0.0f.
public float ReverbGain;
// Adjusts the reverberation time across all frequency bands. RT60 values are multiplied by this
// factor. Has no effect when set to 1.0f.
public float ReverbTime;
// Controls the slope of a line from the lowest to the highest RT60 values (increases high
// frequency RT60s when positive, decreases when negative). Has no effect when set to 0.0f.
public float ReverbBrightness;
};
// Returns the FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP ListenerPlugin
{
get
{
if (!listenerPlugin.hasHandle())
{
listenerPlugin = Initialize();
}
return listenerPlugin;
}
}
// Converts given |db| value to its amplitude equivalent where 'dB = 20 * log10(amplitude)'.
private static float ConvertAmplitudeFromDb(float db)
{
return Mathf.Pow(10.0f, 0.05f * db);
}
// Converts given |position| and |rotation| from Unity space to audio space.
private static void ConvertAudioTransformFromUnity(ref Vector3 position,
ref Quaternion rotation)
{
// Compose the transformation matrix.
Matrix4x4 transformMatrix = Matrix4x4.TRS(position, rotation, Vector3.one);
// Convert the transformation matrix from left-handed to right-handed.
transformMatrix = flipZ * transformMatrix * flipZ;
// Update |position| and |rotation| respectively.
position = transformMatrix.GetColumn(3);
rotation = Quaternion.LookRotation(transformMatrix.GetColumn(2), transformMatrix.GetColumn(1));
}
// Returns a byte array of |length| created from |ptr|.
private static byte[] GetBytes(IntPtr ptr, int length)
{
if (ptr != IntPtr.Zero)
{
byte[] byteArray = new byte[length];
Marshal.Copy(ptr, byteArray, 0, length);
return byteArray;
}
// Return an empty array if the pointer is null.
return new byte[1];
}
// Returns room properties of the given |room|.
private static RoomProperties GetRoomProperties(FmodResonanceAudioRoom room)
{
RoomProperties roomProperties;
Vector3 position = room.transform.position;
Quaternion rotation = room.transform.rotation;
Vector3 scale = Vector3.Scale(room.transform.lossyScale, room.Size);
ConvertAudioTransformFromUnity(ref position, ref rotation);
roomProperties.PositionX = position.x;
roomProperties.PositionY = position.y;
roomProperties.PositionZ = position.z;
roomProperties.RotationX = rotation.x;
roomProperties.RotationY = rotation.y;
roomProperties.RotationZ = rotation.z;
roomProperties.RotationW = rotation.w;
roomProperties.DimensionsX = scale.x;
roomProperties.DimensionsY = scale.y;
roomProperties.DimensionsZ = scale.z;
roomProperties.MaterialLeft = room.LeftWall;
roomProperties.MaterialRight = room.RightWall;
roomProperties.MaterialBottom = room.Floor;
roomProperties.MaterialTop = room.Ceiling;
roomProperties.MaterialFront = room.FrontWall;
roomProperties.MaterialBack = room.BackWall;
roomProperties.ReverbGain = ConvertAmplitudeFromDb(room.ReverbGainDb);
roomProperties.ReverbTime = room.ReverbTime;
roomProperties.ReverbBrightness = room.ReverbBrightness;
roomProperties.ReflectionScalar = room.Reflectivity;
return roomProperties;
}
// Initializes and returns the FMOD Resonance Audio Listener Plugin.
private static FMOD.DSP Initialize()
{
// Search through all busses on in banks.
int numBanks = 0;
FMOD.DSP dsp = new FMOD.DSP();
FMOD.Studio.Bank[] banks = null;
RuntimeManager.StudioSystem.getBankCount(out numBanks);
RuntimeManager.StudioSystem.getBankList(out banks);
for (int currentBank = 0; currentBank < numBanks; ++currentBank)
{
int numBusses = 0;
FMOD.Studio.Bus[] busses = null;
banks[currentBank].getBusCount(out numBusses);
banks[currentBank].getBusList(out busses);
for (int currentBus = 0; currentBus < numBusses; ++currentBus)
{
// Make sure the channel group of the current bus is assigned properly.
string busPath = null;
busses[currentBus].getPath(out busPath);
RuntimeManager.StudioSystem.getBus(busPath, out busses[currentBus]);
busses[currentBus].lockChannelGroup();
RuntimeManager.StudioSystem.flushCommands();
FMOD.ChannelGroup channelGroup;
busses[currentBus].getChannelGroup(out channelGroup);
if (channelGroup.hasHandle())
{
int numDsps = 0;
channelGroup.getNumDSPs(out numDsps);
for (int currentDsp = 0; currentDsp < numDsps; ++currentDsp)
{
channelGroup.getDSP(currentDsp, out dsp);
string dspNameSb;
int unusedInt = 0;
uint unusedUint = 0;
dsp.getInfo(out dspNameSb, out unusedUint, out unusedInt, out unusedInt, out unusedInt);
if (dspNameSb.ToString().Equals(listenerPluginName) && dsp.hasHandle())
{
return dsp;
}
}
}
busses[currentBus].unlockChannelGroup();
}
}
RuntimeUtils.DebugLogError(listenerPluginName + " not found in the FMOD project.");
return dsp;
}
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// 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 UnityEngine.Serialization;
using System.Collections;
namespace FMODUnityResonance
{
/// Resonance Audio room component that simulates environmental effects of a room with respect to
/// the properties of the attached game object.
[AddComponentMenu("ResonanceAudio/FmodResonanceAudioRoom")]
public class FmodResonanceAudioRoom : MonoBehaviour
{
/// Material type that determines the acoustic properties of a room surface.
public enum SurfaceMaterial
{
Transparent = 0, ///< Transparent
AcousticCeilingTiles = 1, ///< Acoustic ceiling tiles
BrickBare = 2, ///< Brick, bare
BrickPainted = 3, ///< Brick, painted
ConcreteBlockCoarse = 4, ///< Concrete block, coarse
ConcreteBlockPainted = 5, ///< Concrete block, painted
CurtainHeavy = 6, ///< Curtain, heavy
FiberglassInsulation = 7, ///< Fiberglass insulation
GlassThin = 8, ///< Glass, thin
GlassThick = 9, ///< Glass, thick
Grass = 10, ///< Grass
LinoleumOnConcrete = 11, ///< Linoleum on concrete
Marble = 12, ///< Marble
Metal = 13, ///< Galvanized sheet metal
ParquetOnConcrete = 14, ///< Parquet on concrete
PlasterRough = 15, ///< Plaster, rough
PlasterSmooth = 16, ///< Plaster, smooth
PlywoodPanel = 17, ///< Plywood panel
PolishedConcreteOrTile = 18, ///< Polished concrete or tile
Sheetrock = 19, ///< Sheetrock
WaterOrIceSurface = 20, ///< Water or ice surface
WoodCeiling = 21, ///< Wood ceiling
WoodPanel = 22 ///< Wood panel
}
/// Room surface material in negative x direction.
[FormerlySerializedAs("leftWall")]
public SurfaceMaterial LeftWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in positive x direction.
[FormerlySerializedAs("rightWall")]
public SurfaceMaterial RightWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in negative y direction.
[FormerlySerializedAs("floor")]
public SurfaceMaterial Floor = SurfaceMaterial.ParquetOnConcrete;
/// Room surface material in positive y direction.
[FormerlySerializedAs("ceiling")]
public SurfaceMaterial Ceiling = SurfaceMaterial.PlasterRough;
/// Room surface material in negative z direction.
[FormerlySerializedAs("backWall")]
public SurfaceMaterial BackWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Room surface material in positive z direction.
[FormerlySerializedAs("frontWall")]
public SurfaceMaterial FrontWall = SurfaceMaterial.ConcreteBlockCoarse;
/// Reflectivity scalar for each surface of the room.
[FormerlySerializedAs("reflectivity")]
public float Reflectivity = 1.0f;
/// Reverb gain modifier in decibels.
[FormerlySerializedAs("reverbGainDb")]
public float ReverbGainDb = 0.0f;
/// Reverb brightness modifier.
[FormerlySerializedAs("reverbBrightness")]
public float ReverbBrightness = 0.0f;
/// Reverb time modifier.
[FormerlySerializedAs("reverbTime")]
public float ReverbTime = 1.0f;
/// Size of the room (normalized with respect to scale of the game object).
[FormerlySerializedAs("size")]
public Vector3 Size = Vector3.one;
private void OnEnable()
{
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
}
private void OnDisable()
{
FmodResonanceAudio.UpdateAudioRoom(this, false);
}
private void Update()
{
FmodResonanceAudio.UpdateAudioRoom(this, FmodResonanceAudio.IsListenerInsideRoom(this));
}
private void OnDrawGizmosSelected()
{
// Draw shoebox model wireframe of the room.
Gizmos.color = Color.yellow;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(Vector3.zero, Size);
}
}
}

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