├── Music ├── Nonlinear │ ├── ProjectSettings │ │ ├── ProjectVersion.txt │ │ ├── TagManager.asset │ │ ├── AudioManager.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── TimeManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorSettings.asset │ │ ├── NetworkManager.asset │ │ ├── ProjectSettings.asset │ │ ├── QualitySettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── Physics2DSettings.asset │ │ └── EditorBuildSettings.asset │ └── Assets │ │ ├── MusicMixer.mixer │ │ ├── AudioClips │ │ ├── morse 1.ogg │ │ ├── morse 2.ogg │ │ ├── morse 3.ogg │ │ ├── morse 4.ogg │ │ ├── stinger 1.ogg │ │ ├── stinger 2.ogg │ │ ├── stinger 3.ogg │ │ ├── 808 drums 1.ogg │ │ ├── hard drums 1.ogg │ │ ├── verse pad 1.ogg │ │ ├── verse pad 2.ogg │ │ ├── verse pad 3.ogg │ │ ├── verse pad 4.ogg │ │ ├── ambience pad 1.ogg │ │ ├── bell melody 1.ogg │ │ ├── bell melody 2.ogg │ │ ├── bell melody 3.ogg │ │ ├── bounce bass 1.ogg │ │ ├── bounce bass 2.ogg │ │ ├── bounce bass 3.ogg │ │ ├── bounce bass 4.ogg │ │ ├── intro sonar 1.ogg │ │ ├── shaker hihat 1.ogg │ │ ├── ambience organ 1.ogg │ │ ├── intro bell synth 1.ogg │ │ ├── ambience bounce bass 1.ogg │ │ ├── ambience legato bass 1.ogg │ │ ├── ambience legato bass 2.ogg │ │ ├── intro rolling marble 1.ogg │ │ ├── ambience morse melody 1.ogg │ │ ├── 808 drums 1.ogg.meta │ │ ├── morse 1.ogg.meta │ │ ├── morse 2.ogg.meta │ │ ├── morse 3.ogg.meta │ │ ├── morse 4.ogg.meta │ │ ├── stinger 1.ogg.meta │ │ ├── stinger 2.ogg.meta │ │ ├── stinger 3.ogg.meta │ │ ├── verse pad 1.ogg.meta │ │ ├── verse pad 2.ogg.meta │ │ ├── verse pad 3.ogg.meta │ │ ├── verse pad 4.ogg.meta │ │ ├── ambience organ 1.ogg.meta │ │ ├── ambience pad 1.ogg.meta │ │ ├── bell melody 1.ogg.meta │ │ ├── bell melody 2.ogg.meta │ │ ├── bell melody 3.ogg.meta │ │ ├── bounce bass 1.ogg.meta │ │ ├── bounce bass 2.ogg.meta │ │ ├── bounce bass 3.ogg.meta │ │ ├── bounce bass 4.ogg.meta │ │ ├── hard drums 1.ogg.meta │ │ ├── intro sonar 1.ogg.meta │ │ ├── shaker hihat 1.ogg.meta │ │ ├── intro bell synth 1.ogg.meta │ │ ├── ambience bounce bass 1.ogg.meta │ │ ├── ambience legato bass 1.ogg.meta │ │ ├── ambience legato bass 2.ogg.meta │ │ ├── ambience morse melody 1.ogg.meta │ │ └── intro rolling marble 1.ogg.meta │ │ ├── HorizontalReschedulingDemo.unity │ │ ├── MusicMixer.mixer.meta │ │ ├── HorizontalReschedulingDemo.unity.meta │ │ ├── Scripts.meta │ │ ├── AudioClips.meta │ │ └── Scripts │ │ ├── DrawStuff.cs.meta │ │ ├── MusicScheduler.cs.meta │ │ ├── MusicSegment.cs.meta │ │ ├── MusicSegment.cs │ │ ├── DrawStuff.cs │ │ └── MusicScheduler.cs └── Linear │ ├── TechnoDemo │ ├── ProjectSettings │ │ ├── ProjectVersion.txt │ │ ├── AudioManager.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── EditorSettings.asset │ │ ├── NetworkManager.asset │ │ ├── DynamicsManager.asset │ │ ├── GraphicsSettings.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── QualitySettings.asset │ │ └── EditorBuildSettings.asset │ └── Assets │ │ ├── bass.ogg │ │ ├── clap.ogg │ │ ├── hihat.ogg │ │ ├── arpeggio.ogg │ │ ├── bassdrum.ogg │ │ ├── test.unity │ │ ├── 90ieslead.ogg │ │ ├── 90ieslead2.ogg │ │ ├── arpeggio2.ogg │ │ ├── MusicMixer.mixer │ │ ├── New Material.mat │ │ ├── test.unity.meta │ │ ├── MusicMixer.mixer.meta │ │ ├── New Material.mat.meta │ │ ├── LightRays.shader.meta │ │ ├── CopyTexture.shader.meta │ │ ├── TeeVeeNoise.shader.meta │ │ ├── MusicController.cs.meta │ │ ├── VJEffectController.cs.meta │ │ ├── bass.ogg.meta │ │ ├── clap.ogg.meta │ │ ├── 90ieslead.ogg.meta │ │ ├── arpeggio.ogg.meta │ │ ├── arpeggio2.ogg.meta │ │ ├── bassdrum.ogg.meta │ │ ├── hihat.ogg.meta │ │ ├── 90ieslead2.ogg.meta │ │ ├── CopyTexture.shader │ │ ├── LightRays.shader │ │ ├── TeeVeeNoise.shader │ │ ├── MusicController.cs │ │ └── VJEffectController.cs │ └── OrchestralDemo │ ├── ProjectSettings │ ├── ProjectVersion.txt │ ├── TagManager.asset │ ├── AudioManager.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── TimeManager.asset │ ├── DynamicsManager.asset │ ├── EditorSettings.asset │ ├── NetworkManager.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── GraphicsSettings.asset │ ├── Physics2DSettings.asset │ └── EditorBuildSettings.asset │ └── Assets │ ├── MainMixer.mixer │ ├── MusicDemo.unity │ ├── MusicMixer.mixer │ ├── Track1Loop - Pads.ogg │ ├── MusicDemo.unity.meta │ ├── Track3Loop - Cymbals.ogg │ ├── MainMixer.mixer.meta │ ├── MusicMixer.mixer.meta │ ├── Track4Loop - Snare drum.ogg │ ├── Track8Loop - Concert drum.ogg │ ├── Track2Loop - Agitated strings.ogg │ ├── Track6Loop - Legato trombones.ogg │ ├── Track5Loop - Ripping trombones.ogg │ ├── Track7Loop - Hitchcock strings.ogg │ ├── MusicScript.cs.meta │ ├── Track1Loop - Pads.ogg.meta │ ├── Track3Loop - Cymbals.ogg.meta │ ├── Track4Loop - Snare drum.ogg.meta │ ├── Track8Loop - Concert drum.ogg.meta │ ├── Track2Loop - Agitated strings.ogg.meta │ ├── Track5Loop - Ripping trombones.ogg.meta │ ├── 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icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/Scripts/MusicSegment.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c0f25a2c491246c0be4f0be1e5436e1 3 | timeCreated: 1424887376 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/VJEffectController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50fb4fbf08f6b435988ac6f11395d58a 3 | timeCreated: 1424876189 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # README # 2 | 3 | This repository contains Unity projects that demonstrate various aspects of the built-in audio system. 4 | Some of these are (or will be) described in greater detail in blog posts at http://blogs.unity3d.com/. 5 | 6 | ### What license are these demos shipped under? ### 7 | Like the rest of the Unity open source projects, the demos in this repository are released under an MIT/X11 license. 8 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/bass.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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/Music/Linear/OrchestralDemo/Assets/Track1Loop - Pads.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06cd1607627dc4ea998b878bb9367001 3 | timeCreated: 1425351697 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track3Loop - Cymbals.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4be55c42f5eb44c548e2c30c79772175 3 | timeCreated: 1425351701 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/intro bell synth 1.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 962c7c7639cb74c21a70d2c454889340 3 | timeCreated: 1425347871 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track4Loop - Snare drum.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 110a31b5576764690a39884ce9f578de 3 | timeCreated: 1425351699 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track8Loop - Concert drum.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5cb310039cbc4deca1e5732cef3ef6e 3 | timeCreated: 1425351706 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/ambience bounce bass 1.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 999b92f790b394c1ca5db622ad6f7864 3 | timeCreated: 1425347871 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/ambience legato bass 1.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17d715a08ce184208a56741f162265f0 3 | timeCreated: 1425347863 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/ambience legato bass 2.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0c2db90a58414687832138bff08fbe7 3 | timeCreated: 1425347872 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/ambience morse melody 1.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ddea8118dd6e43e892f5a7e7022ca70 3 | timeCreated: 1425347866 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/AudioClips/intro rolling marble 1.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed10173ba0d4c47b88ac97aff4980579 3 | timeCreated: 1425347873 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track2Loop - Agitated strings.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 064258b43577143af8c92b72f096b862 3 | timeCreated: 1425351695 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track5Loop - Ripping trombones.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03f59ecc275754a8bb90617258b78af4 3 | timeCreated: 1425351694 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track6Loop - Legato trombones.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b90242dafd8c946ccbbe0095ffbabc0c 3 | timeCreated: 1425351705 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/Track7Loop - Hitchcock strings.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3dabd4d236a44fe582745cf04fae49d 3 | timeCreated: 1425351702 4 | licenseType: Pro 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /.hgignore: -------------------------------------------------------------------------------- 1 | syntax:glob # Beware: globs are not rooted but matches in any dir - don't make them too generic ... or use re 2 | 3 | .DS_Store 4 | *.orig 5 | *.bak 6 | *~ 7 | *.tmp 8 | *.rej 9 | \#*\# 10 | *.sublime-workspace 11 | xcuserdata # Xcode 12 | 13 | # vs: 14 | *.csproj.user # except PlatformDependent/WinRT/Tests/VSUnitTests/Assembly-CSharp/Assembly-CSharp.csproj.user 15 | *.suo 16 | *.vcxproj.user 17 | *.sdf # VS intellisense files next to solution file for C++ projects - global configuration should perhaps place it elsewhere 18 | *.opensdf # temporary locking file for solution access 19 | *.sln.DotSettings.user # resharper 20 | *.userprefs # MonoDevelop 21 | # ctags: 22 | .tags 23 | .tags_sorted_by_file 24 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/CopyTexture.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/CopyTexture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Pass 11 | { 12 | ZTest Always Cull Off ZWrite Off 13 | Fog { Mode off } 14 | 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | #pragma fragmentoption ARB_precision_hint_fastest 19 | 20 | #include "UnityCG.cginc" 21 | 22 | uniform sampler2D _MainTex; 23 | 24 | uniform float4 _MainTex_ST; 25 | 26 | uniform float4 _MainTex_TexelSize; 27 | uniform float4 _Distortion; 28 | 29 | struct v2f { 30 | float4 pos : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | v2f vert (appdata_img v) 35 | { 36 | v2f o; 37 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); 39 | return o; 40 | } 41 | 42 | float4 frag (v2f i) : COLOR 43 | { 44 | return tex2D(_MainTex, i.uv); 45 | } 46 | ENDCG 47 | 48 | } 49 | } 50 | 51 | Fallback off 52 | 53 | } -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2014, Unity Technologies 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in 13 | all copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 | THE SOFTWARE. 22 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/Scripts/MusicSegment.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Audio; 3 | using System.Collections; 4 | 5 | public class MusicSegment : MonoBehaviour 6 | { 7 | [System.Serializable] 8 | public class Layer 9 | { 10 | public AudioClip[] clips; 11 | public AudioMixerGroup mixerGroup; 12 | [Range(0.0f, 1.0f)] public float volume = 1.0f; 13 | [Range(-1.0f, 1.0f)] public float pan = 0.0f; 14 | [Range(0.0f, 1.0f)] public float reverbZoneMix = 0.0f; 15 | public float startTime = 0.0f; 16 | } 17 | 18 | public float bpm = 120; 19 | public float lengthInBeats = 16; 20 | public float beatsPerBar = 4; 21 | public float fadeInTime = 0.0f; 22 | public float fadeOutTime = 0.0f; 23 | public float startTime = 0.0f; 24 | public Layer[] layers; 25 | public MusicSegment[] transitions; 26 | public float[] transitionProbabilities; 27 | public AudioMixerSnapshot mixerSnapshot; 28 | public float snapshotTransitionTime = 2.0f; 29 | public AudioClip[] stingers; 30 | 31 | void Start() 32 | { 33 | if (transitions.Length == 0) 34 | { 35 | transitions = new MusicSegment[1]; 36 | transitions[0] = this; 37 | 38 | transitionProbabilities = new float[1]; 39 | transitionProbabilities[0] = 1.0f; 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/LightRays.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/LightRays" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _AmpScale ("Amp Scale", float) = 0.9 7 | _DirScale ("Dir Scale", float) = 0.5 8 | } 9 | 10 | SubShader 11 | { 12 | Pass 13 | { 14 | ZTest Always Cull Off ZWrite Off 15 | Fog { Mode off } 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | #pragma fragmentoption ARB_precision_hint_fastest 21 | 22 | #include "UnityCG.cginc" 23 | 24 | uniform sampler2D _MainTex; 25 | 26 | uniform float4 _MainTex_ST; 27 | 28 | uniform float4 _MainTex_TexelSize; 29 | uniform float4 _LightRayParams; 30 | 31 | uniform float _AmpScale = 0.9; 32 | uniform float _DirScale = 0.5; 33 | 34 | struct v2f { 35 | float4 pos : POSITION; 36 | float2 uv : TEXCOORD0; 37 | }; 38 | 39 | v2f vert (appdata_img v) 40 | { 41 | v2f o; 42 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 43 | o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); 44 | return o; 45 | } 46 | 47 | float4 frag (v2f i) : COLOR 48 | { 49 | int steps = 20; 50 | float4 sum = float4(0.0, 0.0, 0.0, 0.0); 51 | float2 p = _LightRayParams.xy; 52 | float2 d = _DirScale * (i.uv - p) * _LightRayParams.w / steps; 53 | float amp = 1.0; 54 | for(int n = 0; n < steps; n++) 55 | { 56 | sum += tex2D(_MainTex, p) * amp; 57 | p += d; 58 | amp *= _AmpScale; 59 | } 60 | float4 s = tex2D(_MainTex, i.uv); 61 | return s + (sum * 0.05 - s) * _LightRayParams.z; 62 | } 63 | ENDCG 64 | 65 | } 66 | } 67 | 68 | Fallback off 69 | 70 | } -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/TeeVeeNoise.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/TeeVeeNoise" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Pass 11 | { 12 | ZTest Always Cull Off ZWrite Off 13 | Fog { Mode off } 14 | 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | #pragma fragmentoption ARB_precision_hint_fastest 19 | 20 | #include "UnityCG.cginc" 21 | 22 | uniform sampler2D _MainTex; 23 | 24 | uniform float4 _MainTex_ST; 25 | 26 | uniform float4 _MainTex_TexelSize; 27 | uniform float4 _Distortion; 28 | 29 | struct v2f { 30 | float4 pos : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | v2f vert (appdata_img v) 35 | { 36 | v2f o; 37 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); 39 | return o; 40 | } 41 | 42 | float DistortFunc(float x) 43 | { 44 | return sin(1.0 / (0.01 + x * x * 4.0 * _Distortion.w)); 45 | } 46 | 47 | float4 frag (v2f i) : COLOR 48 | { 49 | float y = (1.0 - i.uv.y) * _Distortion.y; 50 | float4 p1 = tex2D(_MainTex, float2(i.uv.x - _Distortion.x * DistortFunc(y * 33.0), i.uv.y)) * float4(0.8, 0.2, 0.2, 1.0); 51 | float4 p2 = tex2D(_MainTex, float2(i.uv.x - _Distortion.x * DistortFunc(y * 53.0), i.uv.y)) * float4(0.2, 0.8, 0.2, 1.0); 52 | float4 p3 = tex2D(_MainTex, float2(i.uv.x - _Distortion.x * DistortFunc(y * 59.0), i.uv.y)) * float4(0.2, 0.2, 0.8, 1.0); 53 | return pow(p1 + p2 + p3, _Distortion.z); 54 | } 55 | ENDCG 56 | 57 | } 58 | } 59 | 60 | Fallback off 61 | 62 | } -------------------------------------------------------------------------------- /Music/Linear/OrchestralDemo/Assets/MusicScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Audio; 3 | using System.Collections; 4 | 5 | public class MusicScript : MonoBehaviour 6 | { 7 | // Snapshots in main mixer 8 | public AudioMixerSnapshot mainSnapshotPause; 9 | public AudioMixerSnapshot mainSnapshotNormal; 10 | 11 | // Snapshots in music mixer 12 | public AudioMixerSnapshot[] musicSnapshot; 13 | 14 | private bool pause = false; 15 | private float drama = 0.0f; 16 | private float brightness = 1.0f; 17 | 18 | // Use this for initialization 19 | void Start() 20 | { 21 | } 22 | 23 | // Update is called once per frame 24 | void Update() 25 | { 26 | var c = GetComponent(); 27 | c.backgroundColor = new Color(brightness * 0.6f, brightness * 0.1f, brightness * 0.1f, 1.0f); 28 | brightness += (((pause) ? 0.0f : 1.0f) - brightness) * 0.015f; 29 | } 30 | 31 | void OnGUI() 32 | { 33 | if (GUILayout.Button(pause ? "Resume Game" : "Pause Game")) 34 | { 35 | pause = !pause; 36 | if (pause) 37 | mainSnapshotPause.TransitionTo(5.0f); 38 | else 39 | mainSnapshotNormal.TransitionTo(5.0f); 40 | } 41 | 42 | GUILayout.Label("Drama slider (move slowly) ;-)"); 43 | float newDrama = GUILayout.HorizontalSlider(drama, 0, musicSnapshot.Length - 1); 44 | if ((int)newDrama != (int)drama) 45 | musicSnapshot[(int)newDrama].TransitionTo(1.5f); 46 | drama = newDrama; 47 | 48 | GUILayout.Label("Mood: " + musicSnapshot[(int)drama].name); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/Scripts/DrawStuff.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class DrawStuff 5 | { 6 | public static void DrawLine(Vector3 p1, Vector3 p2, Color col) 7 | { 8 | GL.Begin(GL.LINES); 9 | GL.Color(col); 10 | GL.Vertex3(p1.x, p1.y, p1.z); 11 | GL.Vertex3(p2.x, p2.y, p2.z); 12 | GL.End(); 13 | } 14 | 15 | public static void DrawQuad(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Color col) 16 | { 17 | GL.Begin(GL.QUADS); 18 | GL.Color(col); 19 | GL.Vertex3(p1.x, p1.y, p1.z); 20 | GL.Vertex3(p2.x, p2.y, p2.z); 21 | GL.Vertex3(p3.x, p3.y, p3.z); 22 | GL.Vertex3(p4.x, p4.y, p4.z); 23 | GL.End(); 24 | } 25 | 26 | public static void DrawFrame(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Color col) 27 | { 28 | GL.Begin(GL.LINES); 29 | GL.Color(col); 30 | GL.Vertex3(p1.x, p1.y, p1.z); 31 | GL.Vertex3(p2.x, p2.y, p2.z); 32 | GL.Vertex3(p2.x, p2.y, p2.z); 33 | GL.Vertex3(p3.x, p3.y, p3.z); 34 | GL.Vertex3(p3.x, p3.y, p3.z); 35 | GL.Vertex3(p4.x, p4.y, p4.z); 36 | GL.Vertex3(p4.x, p4.y, p4.z); 37 | GL.Vertex3(p1.x, p1.y, p1.z); 38 | GL.End(); 39 | } 40 | 41 | public static void AddTextMesh(GameObject parent, float x, float y, string name) 42 | { 43 | var textGO = new GameObject(); 44 | textGO.transform.parent = parent.transform; 45 | textGO.transform.position = new Vector3(x + 0.5f, y + 1.0f, 0.0f); 46 | var textMesh = textGO.AddComponent(); 47 | textMesh.text = name; 48 | textMesh.color = Color.white; 49 | textMesh.fontSize = 10; 50 | textMesh.anchor = TextAnchor.MiddleLeft; 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/MusicController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Audio; 3 | using System.Collections; 4 | 5 | public class MusicController : MonoBehaviour 6 | { 7 | public AudioMixer mixer; 8 | public AudioSource drivingSource; 9 | public AudioMixerSnapshot[] snapshots; 10 | public int[] segmentRepeats; 11 | public float[] transitionTimes; 12 | 13 | private float drivingSourceLastTime = -1.0f; 14 | private int currSnapshot = 0; 15 | private int segmentCounter = 0; 16 | private bool showGUI = false; 17 | private float playbackSpeed = 1.0f; 18 | 19 | void Start() 20 | { 21 | } 22 | 23 | void Update() 24 | { 25 | if (drivingSource.time < drivingSourceLastTime) 26 | { 27 | if (++segmentCounter == segmentRepeats[currSnapshot]) 28 | { 29 | segmentCounter = 0; 30 | currSnapshot = (currSnapshot + 1) % snapshots.Length; 31 | snapshots[currSnapshot].TransitionTo(transitionTimes[currSnapshot]); 32 | } 33 | } 34 | drivingSourceLastTime = drivingSource.time; 35 | } 36 | 37 | void OnGUI() 38 | { 39 | if (GUILayout.Button("GUI")) 40 | showGUI = !showGUI; 41 | 42 | if (showGUI) 43 | { 44 | GUILayout.BeginHorizontal(); 45 | GUILayout.Label (string.Format("Speed={0:00}%", playbackSpeed * 100)); 46 | float newPlaybackSpeed = GUILayout.HorizontalSlider (playbackSpeed, 0.5f, 2.0f); 47 | if (newPlaybackSpeed != playbackSpeed) 48 | { 49 | playbackSpeed = newPlaybackSpeed; 50 | mixer.SetFloat ("MasterPlaybackSpeed", playbackSpeed); 51 | mixer.SetFloat ("MasterPitchShift", 1.0f / playbackSpeed); 52 | mixer.SetFloat ("EchoDelayTime", 237.0f / playbackSpeed); 53 | } 54 | GUILayout.EndHorizontal(); 55 | 56 | int index = 0; 57 | foreach (var s in snapshots) 58 | { 59 | if (GUILayout.Button("Switch to snapshot " + s)) 60 | { 61 | segmentCounter = 0; 62 | currSnapshot = index; 63 | snapshots[currSnapshot].TransitionTo(transitionTimes[currSnapshot]); 64 | } 65 | index++; 66 | } 67 | } 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /Music/Linear/TechnoDemo/Assets/VJEffectController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Audio; 3 | using System.Collections; 4 | 5 | public class VJEffectController : MonoBehaviour 6 | { 7 | public class Filter 8 | { 9 | public float lpf = 0.0f; 10 | public float bpf = 0.0f; 11 | public float env = 0.0f; 12 | 13 | public float Process(float input, float cut, float bw) 14 | { 15 | lpf += cut * bpf; 16 | float hpf = input - lpf - bpf * bw; 17 | bpf += cut * hpf; 18 | float a = bpf * bpf; 19 | if (a > env) 20 | env = a; 21 | else 22 | env *= 0.999f; 23 | return env; 24 | } 25 | }; 26 | 27 | public int NumParticles = 2000; 28 | public float RotationSpeed = 1.0f; 29 | public float LightRayAnim1 = 1.0f; 30 | public float LightRayAnim2 = 1.0f; 31 | public float LightRayAnim3 = 1.0f; 32 | public float LightRayAnim4 = 1.0f; 33 | public float LightRayAmpScale = 0.9f; 34 | public float LightRayDirScale = 0.5f; 35 | public float TeeVeeAnim1 = 1.0f; 36 | public float TeeVeeAnim2 = 1.0f; 37 | public float TeeVeeAnim3 = 1.0f; 38 | public float TeeVeeAnim4 = 1.0f; 39 | 40 | public float LowCut = 0.01f; 41 | public float MidCut = 0.1f; 42 | public float HighCut = 0.4f; 43 | 44 | public float LowBW = 0.01f; 45 | public float MidBW = 0.01f; 46 | public float HighBW = 0.01f; 47 | 48 | public bool MonitorLow = false; 49 | public bool MonitorMid = false; 50 | public bool MonitorHigh = false; 51 | 52 | public AudioMixer mixer; 53 | 54 | private Filter FilterLow = new Filter(); 55 | private Filter FilterMid = new Filter(); 56 | private Filter FilterHigh = new Filter(); 57 | 58 | private float LowpassCutoff = 22050.0f; 59 | private float HighpassCutoff = 0.0f; 60 | private float DistortionLevel = 0.0f; 61 | 62 | public Shader CopyTextureShader; 63 | public Shader LightRaysShader; 64 | public Shader TeeVeeNoiseShader; 65 | 66 | private Material CopyTextureMaterial; 67 | private Material LightRaysMaterial; 68 | private Material TeeVeeNoiseMaterial; 69 | 70 | private RenderTexture TmpRenderTex1; 71 | private RenderTexture TmpRenderTex2; 72 | 73 | private ParticleSystem.Particle[] particles = new ParticleSystem.Particle[1000]; 74 | 75 | // Use this for initialization 76 | void Start() 77 | { 78 | CopyTextureMaterial = new Material(CopyTextureShader); CopyTextureMaterial.hideFlags = HideFlags.HideAndDontSave; 79 | LightRaysMaterial = new Material(LightRaysShader); LightRaysMaterial.hideFlags = HideFlags.HideAndDontSave; 80 | TeeVeeNoiseMaterial = new Material(TeeVeeNoiseShader); TeeVeeNoiseMaterial.hideFlags = HideFlags.HideAndDontSave; 81 | TmpRenderTex1 = new RenderTexture(Screen.width, Screen.height, 16, RenderTextureFormat.ARGB32); TmpRenderTex1.Create(); 82 | TmpRenderTex2 = new RenderTexture(Screen.width, Screen.height, 16, RenderTextureFormat.ARGB32); TmpRenderTex2.Create(); 83 | } 84 | 85 | void FlashyFlash(ParticleSystem p, float br, int nm) 86 | { 87 | int np = p.GetParticles(particles); 88 | int offs = np / nm; 89 | for (int i = 0; i < offs; i++) 90 | particles[i].color = new Color(br, br, br, 1.0f); 91 | var rot = Quaternion.AngleAxis(360.0f / nm, new Vector3(0.0f, 0.0f, -1.0f)); 92 | int n = 0; 93 | for (int k = 1; k < nm; k++) 94 | { 95 | for (int i = 0; i < offs; i++) 96 | { 97 | particles[n + offs] = particles[n]; 98 | particles[n + offs].position = rot * particles[n].position; 99 | n++; 100 | } 101 | } 102 | p.SetParticles(particles, np); 103 | } 104 | 105 | // Update is called once per frame 106 | void Update() 107 | { 108 | int MinParticles = 30; 109 | int MaxParticles = NumParticles; 110 | var lpo = GameObject.Find("LowP"); var lp = lpo.GetComponent(); if (lp.maxParticles != NumParticles) lp.maxParticles = NumParticles; 111 | var mpo = GameObject.Find("MidP"); var mp = mpo.GetComponent(); if (mp.maxParticles != NumParticles) mp.maxParticles = NumParticles; 112 | var hpo = GameObject.Find("HighP"); var hp = hpo.GetComponent(); if (hp.maxParticles != NumParticles) hp.maxParticles = NumParticles; 113 | lp.emissionRate = FilterLow.env * (MaxParticles - MinParticles) + MinParticles; 114 | mp.emissionRate = FilterMid.env * (MaxParticles - MinParticles) + MinParticles; 115 | hp.emissionRate = FilterHigh.env * (MaxParticles - MinParticles) + MinParticles; 116 | lpo.transform.rotation *= Quaternion.AngleAxis(FilterLow.env * 2.0f * RotationSpeed, Vector3.forward); 117 | mpo.transform.rotation *= Quaternion.AngleAxis(-FilterMid.env * 5.0f * RotationSpeed, Vector3.forward); 118 | hpo.transform.rotation *= Quaternion.AngleAxis(FilterHigh.env * 7.0f * RotationSpeed, Vector3.forward); 119 | FlashyFlash(lp, FilterLow.env, 3); 120 | FlashyFlash(mp, FilterMid.env, 5); 121 | FlashyFlash(hp, FilterHigh.env, 7); 122 | } 123 | 124 | void OnAudioFilterRead(float[] data, int numchannels) 125 | { 126 | bool monitoring = MonitorLow || MonitorMid || MonitorHigh; 127 | for (int n = 0; n < data.Length; n += numchannels) 128 | { 129 | FilterLow.Process(data[n], LowCut, LowBW); 130 | FilterMid.Process(data[n], MidCut, MidBW); 131 | FilterHigh.Process(data[n], HighCut, HighBW); 132 | if (monitoring) 133 | { 134 | float m = 0.0f; 135 | if (MonitorLow) m += FilterLow.bpf; 136 | if (MonitorMid) m += FilterMid.bpf; 137 | if (MonitorHigh) m += FilterHigh.bpf; 138 | for (int i = 0; i < numchannels; i++) 139 | data[n + i] = m; 140 | } 141 | } 142 | } 143 | 144 | void OnRenderImage(RenderTexture src, RenderTexture dst) 145 | { 146 | LightRaysMaterial.SetVector("_LightRayParams", new Vector4( 147 | 0.5f + 0.2f * Mathf.Sin(Time.time * 0.51f + FilterLow.env * LightRayAnim1), 148 | 0.5f + 0.2f * Mathf.Sin(Time.time * 0.31f + FilterLow.env * LightRayAnim2), 149 | 0.2f + 0.1f * Mathf.Sin(Time.time * 0.11f) + FilterMid.env * LightRayAnim3, 150 | 0.2f + 0.1f * Mathf.Sin(Time.time * 0.05f) + FilterHigh.env * LightRayAnim4)); 151 | LightRaysMaterial.SetFloat("_AmpScale", LightRayAmpScale); 152 | LightRaysMaterial.SetFloat("_DirScale", LightRayDirScale); 153 | Graphics.Blit(src, TmpRenderTex1, LightRaysMaterial); 154 | 155 | TeeVeeNoiseMaterial.SetVector("_Distortion", new Vector4( 156 | 0.02f * TeeVeeAnim1, 157 | 0.1f * Mathf.Sin(Time.time) * TeeVeeAnim2, 158 | 0.6f + 0.4f * Mathf.Sin(Time.time * 0.3f) * TeeVeeAnim3, 159 | 2.0f + 1.5f * Mathf.Sin(Time.time * 0.7f) * TeeVeeAnim4)); 160 | Graphics.Blit(TmpRenderTex1, dst, TeeVeeNoiseMaterial); 161 | } 162 | } 163 | -------------------------------------------------------------------------------- /Music/Nonlinear/Assets/Scripts/MusicScheduler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Audio; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | 6 | public class MusicScheduler : MonoBehaviour 7 | { 8 | public enum StingerType 9 | { 10 | Immediate, 11 | NextBeat, 12 | NextBar, 13 | NextSegment, 14 | } 15 | 16 | public class DebugRect 17 | { 18 | public float x1, y1, x2, y2, t = 0.0f, alpha = 1.0f; 19 | 20 | public DebugRect(float x1, float y1, float x2, float y2) 21 | { 22 | this.x1 = x1; 23 | this.y1 = y1; 24 | this.x2 = x2; 25 | this.y2 = y2; 26 | } 27 | 28 | public void Render() 29 | { 30 | float w = 0.3f; 31 | float x3 = x1 + (x2 - x1 - w) * t; 32 | float x4 = x3 + w; 33 | DrawStuff.DrawQuad(new Vector3(x1, y1, 0), new Vector3(x2, y1, 0), new Vector3(x2, y2, 0), new Vector3(x1, y2, 0), new Color(0, 0, 0, 0.4f * alpha)); 34 | DrawStuff.DrawQuad(new Vector3(x3, y1, 0), new Vector3(x4, y1, 0), new Vector3(x4, y2, 0), new Vector3(x3, y2, 0), Color.red); 35 | DrawStuff.DrawFrame(new Vector3(x1, y1, 0), new Vector3(x2, y1, 0), new Vector3(x2, y2, 0), new Vector3(x1, y2, 0), Color.white); 36 | } 37 | }; 38 | 39 | public class MusicLayer 40 | { 41 | GameObject go = new GameObject(); 42 | GameObject[] players = new GameObject[2]; 43 | AudioSource[] sources = new AudioSource[2]; 44 | AudioClip currClip; 45 | int index; 46 | int currSource = 0; 47 | double[] sourceStartTime = new double[2]; 48 | double[] sourceEndTime = new double[2]; 49 | System.Random random = new System.Random(); 50 | List debugRects = new List(); 51 | public DebugRect currDebugRect, prevDebugRect; 52 | 53 | public MusicLayer(int index, GameObject root, string name) 54 | { 55 | this.index = index; 56 | 57 | go.transform.parent = root.transform; 58 | go.name = name; 59 | 60 | for (int i = 0; i < 2; i++) 61 | { 62 | var child = new GameObject(); 63 | child.name = name + " player " + i; 64 | players[i] = child; 65 | child.transform.parent = go.transform; 66 | 67 | var s = child.AddComponent(); 68 | s.spatialBlend = 0.0f; 69 | s.dopplerLevel = 0.0f; 70 | s.playOnAwake = false; 71 | sources[i] = s; 72 | } 73 | } 74 | 75 | public void NextClip(MusicScheduler musicScheduler) 76 | { 77 | if (index < musicScheduler.currSegment.layers.Length) 78 | { 79 | MusicSegment.Layer layer = musicScheduler.currSegment.layers[index]; 80 | if (layer.clips.Length > 0) 81 | { 82 | currSource = 1 - currSource; 83 | var s = sources[currSource]; 84 | 85 | var nextClip = layer.clips[random.Next(0, layer.clips.Length)]; 86 | while (nextClip == currClip) 87 | nextClip = layer.clips[random.Next(0, layer.clips.Length)]; 88 | 89 | s.Stop(); 90 | 91 | float beatLength = 60.0f / musicScheduler.currSegment.bpm; 92 | double t0 = musicScheduler.GetNextEventStartTime() + layer.startTime * beatLength; 93 | s.outputAudioMixerGroup = layer.mixerGroup; 94 | s.clip = nextClip; 95 | s.volume = (musicScheduler.currSegment.fadeInTime > 0.0f) ? 0.0f : layer.volume; 96 | s.panStereo = layer.pan; 97 | s.reverbZoneMix = layer.reverbZoneMix; 98 | s.PlayScheduled(t0); 99 | sourceStartTime[currSource] = t0; 100 | sourceEndTime[currSource] = t0 + nextClip.length; 101 | 102 | prevDebugRect = currDebugRect; 103 | float x = (float)(t0 - musicScheduler.GetStartTime()), y = index * 5.0f + currSource * 2.0f; 104 | currDebugRect = new DebugRect(x, y, x + nextClip.length, y + 2.0f); 105 | debugRects.Add(currDebugRect); 106 | 107 | DrawStuff.AddTextMesh(go, x, y, nextClip.name); 108 | 109 | musicScheduler.camTarget = Mathf.Max(musicScheduler.camTarget, (float)(musicScheduler.GetNextEventStartTime() - musicScheduler.GetStartTime() + nextClip.length * 0.5)); 110 | } 111 | } 112 | } 113 | 114 | public void Update(MusicScheduler musicScheduler, double currTime) 115 | { 116 | if (musicScheduler.currSegment != null && index < musicScheduler.currSegment.layers.Length) 117 | { 118 | MusicSegment.Layer layer = musicScheduler.currSegment.layers[index]; 119 | if (layer != null) 120 | { 121 | float beatLength = 60.0f / musicScheduler.currSegment.bpm; 122 | for (int i = 0; i < 2; i++) 123 | { 124 | if (sources[i] == null || !sources[i].isPlaying) 125 | continue; 126 | float fade = 1.0f; 127 | if (musicScheduler.currSegment.fadeInTime > 0.0f) 128 | { 129 | float deltaTime = (float)(currTime - sourceStartTime[i]); 130 | fade *= Mathf.Clamp(deltaTime / (musicScheduler.currSegment.fadeInTime * beatLength), 0.0f, 1.0f); 131 | } 132 | if (musicScheduler.currSegment.fadeOutTime > 0.0f) 133 | { 134 | float deltaTime = (float)(sourceEndTime[i] - currTime); 135 | fade *= Mathf.Clamp(deltaTime / (musicScheduler.currSegment.fadeOutTime * beatLength), 0.0f, 1.0f); 136 | } 137 | sources[i].volume = layer.volume * fade; 138 | } 139 | } 140 | } 141 | } 142 | 143 | public void DrawDebug() 144 | { 145 | if (prevDebugRect != null) 146 | { 147 | prevDebugRect.t = Mathf.Max(prevDebugRect.t, sources[1 - currSource].time / sources[1 - currSource].clip.length); 148 | prevDebugRect.alpha = sources[1 - currSource].volume; 149 | } 150 | if (currDebugRect != null) 151 | { 152 | currDebugRect.t = Mathf.Max(currDebugRect.t, sources[currSource].time / sources[currSource].clip.length); 153 | currDebugRect.alpha = sources[currSource].volume; 154 | } 155 | foreach (var r in debugRects) 156 | r.Render(); 157 | } 158 | }; 159 | 160 | public class ScheduledStinger 161 | { 162 | public AudioClip clip; 163 | public float level; 164 | public double time; 165 | public bool disposed; 166 | } 167 | 168 | public MusicSegment startSegment; 169 | public float camTarget = 0.0f; 170 | public float camPosition = 0.0f; 171 | public Camera camera; 172 | public AudioMixerGroup stingerMixerGroup; 173 | public float stingerLevel = 1.0f; 174 | 175 | Material mat; 176 | MusicLayer[] layers = new MusicLayer[16]; 177 | System.Random random = new System.Random(); 178 | AudioSource stingerSource; 179 | double prefetchTime = 1.0; 180 | double startTime; 181 | double currSegmentStartTime; 182 | double nextSegmentStartTime; 183 | MusicSegment currSegment; 184 | MusicSegment nextSegment; 185 | List scheduledStingers = new List(); 186 | List allSegments = new List(); 187 | 188 | public double GetNextEventStartTime() 189 | { 190 | return nextSegmentStartTime; 191 | } 192 | 193 | public double GetStartTime() 194 | { 195 | return startTime; 196 | } 197 | 198 | void Start() 199 | { 200 | mat = new Material(Shader.Find("Sprites/Default")); 201 | 202 | var root = new GameObject(); 203 | root.transform.parent = gameObject.transform; 204 | root.name = "Music Layers"; 205 | 206 | stingerSource = root.AddComponent(); 207 | stingerSource.spatialBlend = 0.0f; 208 | stingerSource.dopplerLevel = 0.0f; 209 | stingerSource.outputAudioMixerGroup = stingerMixerGroup; 210 | 211 | for (int n = 0; n < layers.Length; n++) 212 | layers[n] = new MusicLayer(n, root, "Layer " + (n + 1)); 213 | 214 | currSegment = startSegment; 215 | nextSegment = startSegment; 216 | if (currSegment.mixerSnapshot != null) 217 | currSegment.mixerSnapshot.TransitionTo(currSegment.snapshotTransitionTime); 218 | 219 | FindAllSegments(startSegment); 220 | 221 | startTime = AudioSettings.dspTime; 222 | nextSegmentStartTime = startTime + 2.0; // It may take some time before we are done initializing all game objects 223 | } 224 | 225 | void FindAllSegments(MusicSegment segment) 226 | { 227 | List newSegments = new List(); 228 | if (!allSegments.Contains(segment)) 229 | allSegments.Add(segment); 230 | foreach (var s in segment.transitions) 231 | if (!allSegments.Contains(s)) 232 | newSegments.Add(s); 233 | if (newSegments.Count > 0) 234 | { 235 | allSegments.AddRange(newSegments); 236 | foreach (var s in newSegments) 237 | FindAllSegments(s); 238 | } 239 | } 240 | 241 | public void TransitionTo(MusicSegment s) 242 | { 243 | nextSegment = (s != null) ? s : currSegment.transitions[random.Next(0, currSegment.transitions.Length)]; 244 | 245 | float beatLength = 60.0f / currSegment.bpm; 246 | double len = currSegment.lengthInBeats * beatLength; 247 | nextSegmentStartTime = currSegmentStartTime + len + nextSegment.startTime * beatLength; 248 | } 249 | 250 | void Update() 251 | { 252 | double currTime = AudioSettings.dspTime; 253 | 254 | if (currSegment != null) 255 | { 256 | if (currTime + prefetchTime >= nextSegmentStartTime) 257 | { 258 | currSegment = nextSegment; 259 | nextSegment = currSegment.transitions[random.Next(0, currSegment.transitions.Length)]; 260 | if (currSegment.mixerSnapshot != null) 261 | currSegment.mixerSnapshot.TransitionTo(currSegment.snapshotTransitionTime); 262 | 263 | float beatLength = 60.0f / currSegment.bpm; 264 | double len = currSegment.lengthInBeats * beatLength; 265 | for (int n = 0; n < layers.Length; n++) 266 | { 267 | layers[n].NextClip(this); 268 | if (n == 0 && layers[n].currDebugRect != null) 269 | DrawStuff.AddTextMesh(gameObject, layers[n].currDebugRect.x1, -3.0f, currSegment.name); 270 | } 271 | 272 | currSegmentStartTime = nextSegmentStartTime; 273 | nextSegmentStartTime += len + nextSegment.startTime * beatLength; 274 | } 275 | 276 | for (int n = 0; n < layers.Length; n++) 277 | layers[n].Update(this, currTime); 278 | } 279 | 280 | foreach (var s in scheduledStingers) 281 | { 282 | if (s.time < currTime) 283 | { 284 | stingerSource.PlayOneShot(s.clip, s.level); 285 | s.disposed = true; 286 | } 287 | } 288 | 289 | scheduledStingers.RemoveAll(item => item.disposed); 290 | 291 | if (camera != null) 292 | { 293 | camPosition += (camTarget - camPosition) * 0.02f; 294 | camera.transform.position = new Vector3(camPosition, camera.transform.position.y, camera.transform.position.z); 295 | } 296 | } 297 | 298 | void OnRenderObject() 299 | { 300 | mat.SetPass(0); 301 | for (int n = 0; n < layers.Length; n++) 302 | layers[n].DrawDebug(); 303 | } 304 | 305 | void PlayStinger(StingerType stingerType) 306 | { 307 | if (currSegment != null && currSegment.stingers.Length > 0) 308 | { 309 | var stingerClip = currSegment.stingers[random.Next(0, currSegment.stingers.Length)]; 310 | 311 | if (stingerType == StingerType.Immediate) 312 | { 313 | stingerSource.PlayOneShot(stingerClip, stingerLevel); 314 | return; 315 | } 316 | 317 | var s = new ScheduledStinger(); 318 | s.clip = stingerClip; 319 | s.level = stingerLevel; 320 | 321 | double dspTime = AudioSettings.dspTime; 322 | double unitLength = 60.0 / currSegment.bpm; 323 | switch (stingerType) 324 | { 325 | case StingerType.NextBar: 326 | unitLength *= currSegment.beatsPerBar; 327 | break; 328 | case StingerType.NextSegment: 329 | unitLength *= currSegment.lengthInBeats; 330 | break; 331 | } 332 | 333 | s.time = currSegmentStartTime; 334 | while (s.time < dspTime) 335 | s.time += unitLength; 336 | 337 | scheduledStingers.Add(s); 338 | } 339 | } 340 | 341 | bool showGUI = false; 342 | 343 | void OnGUI() 344 | { 345 | if (GUILayout.Button("GUI")) 346 | showGUI = !showGUI; 347 | 348 | if (!showGUI) 349 | return; 350 | 351 | if (GUILayout.Button("Play stinger immediately")) 352 | { 353 | PlayStinger(StingerType.Immediate); 354 | } 355 | 356 | if (GUILayout.Button("Schedule stinger on beat")) 357 | { 358 | PlayStinger(StingerType.NextBeat); 359 | } 360 | 361 | if (GUILayout.Button("Schedule stinger on bar")) 362 | { 363 | PlayStinger(StingerType.NextBar); 364 | } 365 | 366 | if (GUILayout.Button("Schedule stinger on transition")) 367 | { 368 | PlayStinger(StingerType.NextSegment); 369 | } 370 | 371 | foreach (var t in allSegments) 372 | { 373 | if (GUILayout.Button("Transition to " + t.name)) 374 | { 375 | TransitionTo(t); 376 | } 377 | } 378 | } 379 | } 380 | --------------------------------------------------------------------------------