Commit a3416545 authored by Nathan De Castro's avatar Nathan De Castro
Browse files

Converted to Unity 5.6

parent 2305f34c
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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<OutputPath>Temp\bin\Debug\</OutputPath> <OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT</DefineConstants> <DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn> <NoWarn>0169</NoWarn>
...@@ -260,17 +260,17 @@ ...@@ -260,17 +260,17 @@
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader" /> <None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader" /> <None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader" /> <None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader" />
<Reference Include="UnityEngine.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI"> <Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.Networking"> <Reference Include="UnityEngine.Networking">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.PlaymodeTestsRunner"> <Reference Include="UnityEngine.TestRunner">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll</HintPath>
</Reference>
<Reference Include="nunit.framework">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.Analytics"> <Reference Include="UnityEngine.Analytics">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
...@@ -278,9 +278,6 @@ ...@@ -278,9 +278,6 @@
<Reference Include="UnityEngine.HoloLens"> <Reference Include="UnityEngine.HoloLens">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.VR"> <Reference Include="UnityEngine.VR">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath> <HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath>
</Reference> </Reference>
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04 // Shader created with Shader Forge v1.04
...@@ -60,7 +62,7 @@ Shader "custom/bumpSpecmap" { ...@@ -60,7 +62,7 @@ Shader "custom/bumpSpecmap" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
...@@ -146,7 +148,7 @@ Shader "custom/bumpSpecmap" { ...@@ -146,7 +148,7 @@ Shader "custom/bumpSpecmap" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04 // Shader created with Shader Forge v1.04
...@@ -63,7 +65,7 @@ Shader "custom/caveShader" { ...@@ -63,7 +65,7 @@ Shader "custom/caveShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
...@@ -166,7 +168,7 @@ Shader "custom/caveShader" { ...@@ -166,7 +168,7 @@ Shader "custom/caveShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04 // Shader created with Shader Forge v1.04
...@@ -64,7 +66,7 @@ Shader "custom/metalA" { ...@@ -64,7 +66,7 @@ Shader "custom/metalA" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
...@@ -156,7 +158,7 @@ Shader "custom/metalA" { ...@@ -156,7 +158,7 @@ Shader "custom/metalA" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04 // Shader created with Shader Forge v1.04
...@@ -66,7 +68,7 @@ Shader "custom/monsterShader" { ...@@ -66,7 +68,7 @@ Shader "custom/monsterShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
...@@ -161,7 +163,7 @@ Shader "custom/monsterShader" { ...@@ -161,7 +163,7 @@ Shader "custom/monsterShader" {
o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04 // Shader created with Shader Forge v1.04
...@@ -65,7 +67,7 @@ Shader "custom/alphavertexAnimated" { ...@@ -65,7 +67,7 @@ Shader "custom/alphavertexAnimated" {
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
return o; return o;
} }
fixed4 frag(VertexOutput i) : COLOR { fixed4 frag(VertexOutput i) : COLOR {
...@@ -162,7 +164,7 @@ Shader "custom/alphavertexAnimated" { ...@@ -162,7 +164,7 @@ Shader "custom/alphavertexAnimated" {
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb; float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o) TRANSFER_VERTEX_TO_FRAGMENT(o)
return o; return o;
} }
...@@ -247,7 +249,7 @@ Shader "custom/alphavertexAnimated" { ...@@ -247,7 +249,7 @@ Shader "custom/alphavertexAnimated" {
o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
float4 node_392 = _Time + _TimeEditor; float4 node_392 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW_COLLECTOR(o) TRANSFER_SHADOW_COLLECTOR(o)
return o; return o;
} }
...@@ -300,7 +302,7 @@ Shader "custom/alphavertexAnimated" { ...@@ -300,7 +302,7 @@ Shader "custom/alphavertexAnimated" {
o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;
float4 node_392 = _Time + _TimeEditor; float4 node_392 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_SHADOW_CASTER(o) TRANSFER_SHADOW_CASTER(o)
return o; return o;
} }
......
...@@ -20,6 +20,7 @@ public class AM : MonoBehaviour { ...@@ -20,6 +20,7 @@ public class AM : MonoBehaviour {
private int spec_size = 1024; private int spec_size = 1024;
private int samp_size = 1024; private int samp_size = 1024;
private int buffer_size = 44100; private int buffer_size = 44100;
private int fmax = 24000;
private float rms; private float rms;
private float vol; private float vol;
private float spot_angle = 1; private float spot_angle = 1;
...@@ -29,13 +30,23 @@ public class AM : MonoBehaviour { ...@@ -29,13 +30,23 @@ public class AM : MonoBehaviour {
[Range (0, 64)] [Range (0, 64)]
public int low_range = 13; public int low_range = 13;
public bool set_low = false;
private Vector3 calibrated_low;
[Range (0, 512)] [Range (0, 512)]
public int mid_range = 44; public int mid_range = 44;
public bool set_mid = false;
private Vector3 calibrated_mid;
[Range (0, 1024)] [Range (0, 1024)]
public int high_range = 51; public int high_range = 51;
public bool set_high = false;
private Vector3 calibrated_high;
void Start () { void Start () {
i = this; i = this;
buffer_size = AudioSettings.outputSampleRate;
fmax = AudioSettings.outputSampleRate / 2;
spec_data = new float[spec_size]; spec_data = new float[spec_size];
samp_data = new float[samp_size]; samp_data = new float[samp_size];
...@@ -46,14 +57,17 @@ public class AM : MonoBehaviour { ...@@ -46,14 +57,17 @@ public class AM : MonoBehaviour {
mic_source.loop = true; //loops the second of audio mic_source.loop = true; //loops the second of audio
mic_source.Play (); //starts the playback mic_source.Play (); //starts the playback
mic_source.volume = 0.5f; //Mutes the audiosource mic_source.volume = 0.5f; //Mutes the audiosource
set_low = false;
set_mid = false;
set_high = false;
InvokeRepeating ("BufferPopulator", 0, 1.0f / audio_update_rate); //Begins another thread InvokeRepeating ("BufferPopulator", 0, 1.0f / audio_update_rate); //Begins another thread
InvokeRepeating ("AmplitudeAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread InvokeRepeating ("AmplitudeAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread
InvokeRepeating ("PitchAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread InvokeRepeating ("ComplexPitchAnalysis", 0, 1.0f / audio_update_rate); //Begins another thread
} }
public void BufferPopulator () { public void BufferPopulator () {
mic_source.GetSpectrumData (spec_data, 0, FFTWindow.Hamming); mic_source.GetSpectrumData (spec_data, 0, FFTWindow.BlackmanHarris);
mic_source.clip.GetData (samp_data, 0); mic_source.clip.GetData (samp_data, 0);
} }
...@@ -71,8 +85,7 @@ public class AM : MonoBehaviour { ...@@ -71,8 +85,7 @@ public class AM : MonoBehaviour {
else vol = 0; else vol = 0;
} }
public void PitchAnalysis () { public void ComplexPitchAnalysis () {
//Low - Around 84Hz //Low - Around 84Hz
float Low = (spec_data[low_range] + spec_data[low_range + 1] + spec_data[low_range + 2] + spec_data[low_range + 3]) / 4; float Low = (spec_data[low_range] + spec_data[low_range + 1] + spec_data[low_range + 2] + spec_data[low_range + 3]) / 4;
if (Low > 0.00001) average_pitch_low = Low * 100; if (Low > 0.00001) average_pitch_low = Low * 100;
...@@ -87,6 +100,11 @@ public class AM : MonoBehaviour { ...@@ -87,6 +100,11 @@ public class AM : MonoBehaviour {
float High = (spec_data[high_range] + spec_data[high_range + 1] + spec_data[high_range + 2] + spec_data[high_range + 3] + spec_data[high_range + 4] + spec_data[high_range + 5] + spec_data[high_range + 6] + spec_data[high_range + 7]) / 8; float High = (spec_data[high_range] + spec_data[high_range + 1] + spec_data[high_range + 2] + spec_data[high_range + 3] + spec_data[high_range + 4] + spec_data[high_range + 5] + spec_data[high_range + 6] + spec_data[high_range + 7]) / 8;
if (High > 0.00001) average_pitch_high = High * 100; if (High > 0.00001) average_pitch_high = High * 100;