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ProceduralReverb.cs
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169 lines (140 loc) · 5.37 KB
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///
/// ProceduralReverb by Nothke
///
/// Calculates reverb parameters by raycasting into the world around the playe
/// (naive and not really physically accurate).
///
/// To use, drop it on the main camera.
///
/// ============================================================================
///
/// MIT License
///
/// Copyright(c) 2021 Ivan Notaroš
///
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in all
/// copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
/// SOFTWARE.
///
/// ============================================================================
///
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Audio
{
public class ProceduralReverb : MonoBehaviour
{
public AudioReverbZone reverb;
public float smoothFactor = 1;
public float maxRayDistance = 100;
public LayerMask raycastLayerMask = -1;
[Range(1, 13)]
public int raysPerFrame = 2;
public AnimationCurve decayTimeBySpaceSize = new AnimationCurve(new Keyframe[] {
new Keyframe(0, 0),
new Keyframe(100, 10) });
public bool debugRays = true;
float enclosure;
float roomSize;
Vector3[] rays;
float[] hits;
const int NUM_OF_RAYS = 13;
int atRay;
void Start()
{
hits = new float[NUM_OF_RAYS];
rays = new Vector3[NUM_OF_RAYS];
// Straight rays
rays[0] = Vector3.up;
rays[1] = Vector3.forward;
rays[2] = Vector3.right;
rays[3] = Vector3.left;
rays[4] = Vector3.back;
// Diagonal rays
rays[5] = new Vector3(-1, 0, -1);
rays[6] = new Vector3(-1, 0, 1);
rays[7] = new Vector3(1, 0, -1);
rays[8] = new Vector3(1, 0, 1);
rays[9] = new Vector3(-1, 1, -1);
rays[10] = new Vector3(-1, 1, 1);
rays[11] = new Vector3(1, 1, -1);
rays[12] = new Vector3(1, 1, 1);
reverb = GetComponent<AudioReverbZone>();
if (!reverb)
reverb = gameObject.AddComponent<AudioReverbZone>();
reverb.reverbPreset = AudioReverbPreset.User;
}
void Update()
{
for (int i = 0; i < raysPerFrame; i++)
{
atRay++;
if (atRay > 12) atRay = 0;
hits[atRay] = Cast(rays[atRay]);
}
// enclosure, the percent (0-1) of number of rays that hit solid surface
float enclosureTarget = 0;
// roomSize, average distance of rays that hit solid surface
float roomSizeTarget = 0;
for (int i = 0; i < hits.Length; i++)
{
if (hits[i] != Mathf.Infinity)
{
enclosureTarget += 1;
roomSizeTarget += hits[i];
}
}
if (enclosureTarget != 0)
roomSizeTarget /= enclosureTarget;
else roomSizeTarget = 1;
enclosureTarget /= hits.Length;
enclosure = Mathf.Lerp(enclosure, enclosureTarget, Time.deltaTime * smoothFactor);
roomSize = Mathf.Lerp(roomSize, roomSizeTarget, Time.deltaTime * smoothFactor);
float reverbRoom = -5000 + enclosure * 5000;
float reverbDecayTime = decayTimeBySpaceSize.Evaluate(roomSize);
reverb.room = Mathf.RoundToInt(reverbRoom);
reverb.decayTime = reverbDecayTime;
/*
if (MuteWhenEnclosed.all != null)
for (int i = 0; i < MuteWhenEnclosed.all.Count; i++)
MuteWhenEnclosed.all[i].SetVolumeMult(1 - enclosure);*/
}
float Cast(in Vector3 dir)
{
float d = Mathf.Infinity;
#if UNITY_EDITOR
Color c = Color.red;
#endif
RaycastHit hit;
if (Physics.Raycast(transform.position, dir, out hit, maxRayDistance, raycastLayerMask, QueryTriggerInteraction.Ignore))
{
if (hit.collider.name.StartsWith("Terrain")) // Stupid
return Mathf.Infinity;
d = hit.distance;
#if UNITY_EDITOR
c = Color.green;
#endif
}
#if UNITY_EDITOR
if (debugRays)
Debug.DrawRay(transform.position, dir * (d == Mathf.Infinity ? maxRayDistance : d), c);
#endif
return d;
}
}
}