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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MoreMountains.Tools;
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using System;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A static class used to save / load peaks once they've been computed
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/// </summary>
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public static class PeaksSaver
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{
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public static float[] Peaks;
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}
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/// <summary>
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/// An event you can listen to that will get automatically triggered for every remapped beat
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/// </summary>
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public struct MMBeatEvent
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{
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static private event Delegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
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static public void Register(Delegate callback) { OnEvent += callback; }
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static public void Unregister(Delegate callback) { OnEvent -= callback; }
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public delegate void Delegate(string name, float value);
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static public void Trigger(string name, float value)
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{
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OnEvent?.Invoke(name, value);
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}
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}
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[Serializable]
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public class Beat
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{
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public string Name = "Beat";
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public enum Modes { Raw, Normalized, BufferedRaw, BufferedNormalized, Amplitude, NormalizedAmplitude, AmplitudeBuffered, NormalizedAmplitudeBuffered }
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// remapped will send beat events when a threshold is passed, live just updates the value with whatever value is reading right now
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public enum BeatValueModes { Remapped, Live }
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public Modes Mode = Modes.BufferedNormalized;
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public BeatValueModes BeatValueMode = BeatValueModes.Remapped;
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[MMEnumCondition("Mode", (int)Modes.Raw, (int)Modes.Normalized, (int)Modes.BufferedRaw, (int)Modes.BufferedNormalized)]
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public Color BeatColor = Color.cyan;
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public int BandID = 0;
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public float Threshold = 0.5f;
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public float MinimumTimeBetweenBeats = 0.25f;
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[MMEnumCondition("BeatValueMode", (int)BeatValueModes.Remapped)]
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public float RemappedAttack = 0.05f;
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[MMEnumCondition("BeatValueMode", (int)BeatValueModes.Remapped)]
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public float RemappedDecay = 0.2f;
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[MMReadOnly]
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public bool BeatThisFrame;
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[MMReadOnly]
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public float CurrentValue;
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[HideInInspector]
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public float _previousValue;
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[HideInInspector]
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public float _lastBeatAt;
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[HideInInspector]
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public float _lastBeatValue;
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[HideInInspector]
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public bool _initialized = false;
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public UnityEvent OnBeat;
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public void InitializeIfNeeded(int id, int bandID)
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{
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if (!_initialized)
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{
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Mode = Modes.Normalized;
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BeatValueMode = BeatValueModes.Remapped;
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Name = "Beat " + id;
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BeatColor = MMColors.RandomColor();
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BandID = bandID;
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Threshold = 0.3f + id * 0.02f;
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if (Threshold > 0.6f) { Threshold -= 0.5f; }
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Threshold = Threshold % 1f;
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MinimumTimeBetweenBeats = 0.25f + id * 0.02f;
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RemappedAttack = 0.05f + id * 0.01f;
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RemappedDecay = 0.2f + id * 0.01f;
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_initialized = true;
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}
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}
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}
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/// <summary>
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/// This component lets you pick an audio source (either global : the whole scene's audio, a unique source, or the
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/// microphone), and will cut it into chunks that you can then use to emit beat events, that other objects can consume and act upon.
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/// The sample interval is the frequency at which sound will be analyzed, the amount of spectrum samples will determine the
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/// accuracy of the sampling, the window defines the method used to reduce leakage, and the number of bands
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/// will determine in how many bands you want to cut the sound. The more bands, the more levers you'll have to play with afterwards.
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/// In general, for all of these settings, higher values mean better quality and lower performance. The buffer speed determines how
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/// fast buffered band levels readjust.
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Audio/MMAudioAnalyzer")]
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public class MMAudioAnalyzer : MonoBehaviour
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{
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public enum Modes { Global, AudioSource, Microphone }
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[Header("Source")]
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[MMInformation("This component lets you pick an audio source (either global : the whole scene's audio, a unique source, or the " +
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"microphone), and will cut it into chunks that you can then use to emit beat events, that other objects can consume and act upon. " +
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"The sample interval is the frequency at which sound will be analyzed, the amount of spectrum samples will determine the " +
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"accuracy of the sampling, the window defines the method used to reduce leakage, and the number of bands " +
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"will determine in how many bands you want to cut the sound. The more bands, the more levers you'll have to play with afterwards." +
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"In general, for all of these settings, higher values mean better quality and lower performance. The buffer speed determines how " +
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"fast buffered band levels readjust.", MoreMountains.Tools.MMInformationAttribute.InformationType.Info, false)]
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[MMReadOnlyWhenPlaying]
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public Modes Mode = Modes.Global;
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[MMEnumCondition("Mode", (int)Modes.AudioSource)]
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[MMReadOnlyWhenPlaying]
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public AudioSource TargetAudioSource;
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[MMEnumCondition("Mode", (int)Modes.Microphone)]
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public int MicrophoneID = 0;
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[Header("Sampling")]
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[MMReadOnlyWhenPlaying]
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public float SampleInterval = 0.02f;
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[MMDropdown(2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192)]
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[MMReadOnlyWhenPlaying]
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public int SpectrumSamples = 1024;
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[MMReadOnlyWhenPlaying]
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public FFTWindow Window = FFTWindow.Rectangular;
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[Range(1, 64)]
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[MMReadOnlyWhenPlaying]
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public int NumberOfBands = 8;
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public float BufferSpeed = 2f;
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[Header("Beat Events")]
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public Beat[] Beats;
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[HideInInspector]
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public float[] RawSpectrum;
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[HideInInspector]
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public float[] BandLevels;
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[HideInInspector]
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public float[] BufferedBandLevels;
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[HideInInspector]
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public float[] BandPeaks;
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[HideInInspector]
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public float[] LastPeaksAt;
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[HideInInspector]
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public float[] NormalizedBandLevels;
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[HideInInspector]
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public float[] NormalizedBufferedBandLevels;
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[HideInInspector]
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public float Amplitude;
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[HideInInspector]
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public float NormalizedAmplitude;
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[HideInInspector]
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public float BufferedAmplitude;
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[HideInInspector]
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public float NormalizedBufferedAmplitude;
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[HideInInspector]
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public bool Active = false;
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[HideInInspector]
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public bool PeaksPasted = false;
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protected const int _microphoneDuration = 5;
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protected string _microphone;
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protected float _microphoneStartedAt = 0f;
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protected const float _microphoneDelay = 0.030f;
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protected const float _microphoneFrequency = 24000f;
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protected WaitForSeconds _sampleIntervalWaitForSeconds;
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protected int _cachedNumberOfBands;
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public virtual void FindPeaks()
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{
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float time = 0f;
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while (time < TargetAudioSource.clip.length)
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{
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TargetAudioSource.time = time;
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TargetAudioSource.GetSpectrumData(RawSpectrum, 0, Window);
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time += SampleInterval;
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ComputeBandLevels();
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PeaksSaver.Peaks = BandPeaks;
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}
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}
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public virtual void PastePeaks()
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{
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BandPeaks = PeaksSaver.Peaks;
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PeaksSaver.Peaks = null;
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PeaksPasted = true;
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}
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public virtual void ClearPeaks()
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{
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BandPeaks = null;
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PeaksSaver.Peaks = null;
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PeaksPasted = false;
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}
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protected virtual void Awake()
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{
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Initialization();
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}
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public virtual void Initialization()
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{
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_cachedNumberOfBands = NumberOfBands;
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RawSpectrum = new float[SpectrumSamples];
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BandLevels = new float[_cachedNumberOfBands];
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BufferedBandLevels = new float[_cachedNumberOfBands];
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// we make sure our peaks match our bands
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if ((BandPeaks == null) || (BandPeaks.Length == 0))
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{
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BandPeaks = new float[_cachedNumberOfBands];
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PeaksPasted = false;
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}
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if (BandPeaks.Length != BandLevels.Length)
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{
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BandPeaks = new float[_cachedNumberOfBands];
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PeaksPasted = false;
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}
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LastPeaksAt = new float[_cachedNumberOfBands];
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NormalizedBandLevels = new float[_cachedNumberOfBands];
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NormalizedBufferedBandLevels = new float[_cachedNumberOfBands];
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if ((Mode == Modes.AudioSource) && (TargetAudioSource == null))
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{
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Debug.LogError(this.name + " : this MMAudioAnalyzer needs a target audio source to operate.");
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return;
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}
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if (Mode == Modes.Microphone)
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{
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#if !UNITY_WEBGL
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GameObject audioSourceGo = new GameObject("Microphone");
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SceneManager.MoveGameObjectToScene(audioSourceGo, this.gameObject.scene);
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audioSourceGo.transform.SetParent(this.gameObject.transform);
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TargetAudioSource = audioSourceGo.AddComponent<AudioSource>();
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//UNCOMMENT_MICROPHONE string _microphone = Microphone.devices[MicrophoneID].ToString();
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//UNCOMMENT_MICROPHONE TargetAudioSource.clip = Microphone.Start(_microphone, true, _microphoneDuration, (int)_microphoneFrequency);
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//UNCOMMENT_MICROPHONE TargetAudioSource.Play();
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_microphoneStartedAt = Time.time;
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#endif
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}
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Active = true;
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_sampleIntervalWaitForSeconds = new WaitForSeconds(SampleInterval);
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StartCoroutine(Analyze());
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}
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protected virtual void Update()
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{
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HandleBuffer();
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ComputeAmplitudes();
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HandleBeats();
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}
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protected virtual IEnumerator Analyze()
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{
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while (true)
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{
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switch (Mode)
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{
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case Modes.AudioSource:
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TargetAudioSource.GetSpectrumData(RawSpectrum, 0, Window);
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break;
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case Modes.Global:
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AudioListener.GetSpectrumData(RawSpectrum, 0, Window);
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break;
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case Modes.Microphone:
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#if !UNITY_WEBGL
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int microphoneSamples = 0;
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//UNCOMMENT_MICROPHONE microphoneSamples = Microphone.GetPosition(_microphone);
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if (microphoneSamples / _microphoneFrequency > _microphoneDelay)
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{
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if (!TargetAudioSource.isPlaying)
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{
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TargetAudioSource.timeSamples = (int)(microphoneSamples - (_microphoneDelay * _microphoneFrequency));
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TargetAudioSource.Play();
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}
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_microphoneStartedAt = Time.time;
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}
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AudioListener.GetSpectrumData(RawSpectrum, 0, Window);
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#endif
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break;
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}
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ComputeBandLevels();
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yield return _sampleIntervalWaitForSeconds;
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}
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}
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protected virtual void HandleBuffer()
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{
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for (int i = 0; i < BandLevels.Length; i++)
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{
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BufferedBandLevels[i] = Mathf.Max(BufferedBandLevels[i] * Mathf.Exp(-BufferSpeed * Time.deltaTime), BandLevels[i]);
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NormalizedBandLevels[i] = BandLevels[i] / BandPeaks[i];
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NormalizedBufferedBandLevels[i] = BufferedBandLevels[i] / BandPeaks[i];
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}
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}
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protected virtual void ComputeBandLevels()
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{
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float coefficient = Mathf.Log(RawSpectrum.Length);
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int offset = 0;
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for (int i = 0; i < BandLevels.Length; i++)
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{
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float savedSum = 0f;
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float next = Mathf.Exp(coefficient / BandLevels.Length * (i + 1));
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float weight = 1f / (next - offset);
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for (float sum = 0f; offset < next; offset++)
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{
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sum += RawSpectrum[offset];
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savedSum = sum;
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}
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BandLevels[i] = Mathf.Sqrt(weight * savedSum);
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if (BandLevels[i] > BandPeaks[i])
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{
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BandPeaks[i] = BandLevels[i];
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LastPeaksAt[i] = Time.time;
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}
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}
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}
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protected virtual void ComputeAmplitudes()
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{
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Amplitude = 0f;
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BufferedAmplitude = 0f;
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NormalizedAmplitude = 0f;
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NormalizedBufferedAmplitude = 0f;
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for (int i = 0; i < _cachedNumberOfBands; i++)
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{
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Amplitude += BandLevels[i];
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BufferedAmplitude += BufferedBandLevels[i];
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NormalizedAmplitude += NormalizedBandLevels[i];
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NormalizedBufferedAmplitude += NormalizedBufferedBandLevels[i];
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}
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Amplitude = Amplitude / _cachedNumberOfBands;
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BufferedAmplitude = BufferedAmplitude / _cachedNumberOfBands;
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NormalizedAmplitude = NormalizedAmplitude / _cachedNumberOfBands;
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NormalizedBufferedAmplitude = NormalizedBufferedAmplitude / _cachedNumberOfBands;
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}
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protected virtual void HandleBeats()
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{
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if (Beats.Length <= 0)
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{
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return;
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}
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foreach (Beat beat in Beats)
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{
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float value = 0f;
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beat.BeatThisFrame = false;
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switch (beat.Mode)
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{
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case Beat.Modes.Amplitude:
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value = Amplitude;
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break;
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case Beat.Modes.AmplitudeBuffered:
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value = BufferedAmplitude;
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break;
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case Beat.Modes.BufferedNormalized:
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value = NormalizedBufferedBandLevels[beat.BandID];
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break;
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case Beat.Modes.BufferedRaw:
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value = BufferedBandLevels[beat.BandID];
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break;
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case Beat.Modes.Normalized:
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value = NormalizedBandLevels[beat.BandID];
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break;
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case Beat.Modes.NormalizedAmplitude:
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value = NormalizedAmplitude;
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break;
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case Beat.Modes.NormalizedAmplitudeBuffered:
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value = NormalizedBufferedAmplitude;
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break;
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case Beat.Modes.Raw:
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value = BandLevels[beat.BandID];
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break;
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}
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if (beat.BeatValueMode == Beat.BeatValueModes.Live)
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{
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beat.CurrentValue = value;
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}
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else
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{
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// if audio value went below the bias during this frame
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if ((beat._previousValue > beat.Threshold) && (value <= beat.Threshold))
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{
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// if minimum beat interval is reached
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if (Time.time - beat._lastBeatAt > beat.MinimumTimeBetweenBeats)
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{
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OnBeat(beat, value);
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|
}
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}
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|
// if audio value went above the bias during this frame
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|
if ((beat._previousValue <= beat.Threshold) && (value > beat.Threshold))
|
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|
{
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|
// if minimum beat interval is reached
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|
if (Time.time - beat._lastBeatAt > beat.MinimumTimeBetweenBeats)
|
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|
|
{
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|
|
OnBeat(beat, value);
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}
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}
|
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|
|
beat._previousValue = value;
|
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|
|
}
|
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|
|
}
|
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|
}
|
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protected virtual void OnBeat(Beat beat, float rawValue)
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|
|
{
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|
|
beat._lastBeatAt = Time.time;
|
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|
|
beat.BeatThisFrame = true;
|
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|
|
if (beat.OnBeat != null)
|
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|
|
{
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|
|
beat.OnBeat.Invoke();
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|
|
}
|
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|
|
MMBeatEvent.Trigger(beat.Name, beat.CurrentValue);
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|
|
StartCoroutine(RemapBeat(beat));
|
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|
}
|
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|
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|
|
protected virtual IEnumerator RemapBeat(Beat beat)
|
|
|
|
|
{
|
|
|
|
|
float remapStartedAt = Time.time;
|
|
|
|
|
|
|
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|
|
while (Time.time - remapStartedAt < beat.RemappedAttack + beat.RemappedDecay)
|
|
|
|
|
{
|
|
|
|
|
// attack
|
|
|
|
|
if (Time.time - remapStartedAt < beat.RemappedAttack)
|
|
|
|
|
{
|
|
|
|
|
beat.CurrentValue = Mathf.Lerp(0f, 1f, (Time.time - remapStartedAt) / beat.RemappedAttack);
|
|
|
|
|
}
|
|
|
|
|
if (Time.time - remapStartedAt > beat.RemappedAttack)
|
|
|
|
|
{
|
|
|
|
|
beat.CurrentValue = Mathf.Lerp(1f, 0f, (Time.time - remapStartedAt - beat.RemappedAttack) / beat.RemappedDecay);
|
|
|
|
|
}
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
beat.CurrentValue = 0f;
|
|
|
|
|
yield break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected virtual void OnValidate()
|
|
|
|
|
{
|
|
|
|
|
if ((Beats == null) || (Beats.Length == 0))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int bandCounter = 0;
|
|
|
|
|
for (int i = 0; i < Beats.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (bandCounter >= _cachedNumberOfBands)
|
|
|
|
|
{
|
|
|
|
|
bandCounter = 0;
|
|
|
|
|
}
|
|
|
|
|
Beats[i].InitializeIfNeeded(i, bandCounter);
|
|
|
|
|
bandCounter++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|