├── Packages └── manifest.json ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Assets ├── SimpleExamples │ ├── PlayClip │ │ ├── AudioFiles │ │ │ ├── loop.wav │ │ │ ├── README.txt.meta │ │ │ ├── README.txt │ │ │ └── loop.wav.meta │ │ ├── PlayClip.unity.meta │ │ ├── AudioFiles.meta │ │ ├── PlayClip.cs.meta │ │ ├── Resampler.cs.meta │ │ ├── Resampler.cs │ │ ├── PlayClip.cs │ │ └── PlayClip.unity │ ├── .sample.json │ ├── DSP.meta │ ├── PlayClip.meta │ ├── AudioOutputJob.meta │ ├── AudioOutputJob │ │ ├── SineToneOutput.unity.meta │ │ ├── SineToneBehaviour.cs.meta │ │ ├── SineToneBehaviour.cs │ │ └── SineToneOutput.unity │ ├── ScheduleParameter.meta │ ├── ScheduleParameter │ │ ├── ScheduleParameter.unity.meta │ │ ├── ScheduleParameter.cs.meta │ │ ├── ScheduleParameter.cs │ │ └── ScheduleParameter.unity │ ├── Unity.Audio.DSPGraph.Samples.asmdef.meta │ ├── DSP │ │ ├── NoiseFilter.cs.meta │ │ ├── StateVariableFilter.cs.meta │ │ ├── NoiseFilter.cs │ │ └── StateVariableFilter.cs │ └── Unity.Audio.DSPGraph.Samples.asmdef └── SimpleExamples.meta ├── .gitattributes └── .gitignore /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.audio.dspgraph": "0.1.0-preview.11" 4 | } 5 | } 6 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.3.0f5 2 | m_EditorVersionWithRevision: 2019.3.0f5 (44796c9d3c2c) 3 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/PlayClip/AudioFiles/loop.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/AudioDspgraphSimpleExamples/HEAD/Assets/SimpleExamples/PlayClip/AudioFiles/loop.wav -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/.sample.json: -------------------------------------------------------------------------------- 1 | { 2 | "displayName": "Simple DSPGraph examples", 3 | "description": "A set of some simple samples for DSPGraph", 4 | "createSeparatePackage": false 5 | } 6 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_DefaultPresets: {} 8 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /Assets/SimpleExamples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 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AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | *.vcxproj.user 15 | 16 | # Unity 17 | /Library 18 | /Logs 19 | /Temp 20 | /UserSettings 21 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/PlayClip/AudioFiles/README.txt: -------------------------------------------------------------------------------- 1 | loop.wav is "Tech Bass" by Blockfighter298, licensed under the Creative Commons 0 license. 2 | 3 | For more information, see: 4 | - https://freesound.org/people/Blockfighter298/sounds/484843 5 | - https://creativecommons.org/publicdomain/zero/1.0 6 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/DSP/NoiseFilter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03c743b339fc447ffb595cb03df0c647 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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/ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/DSP/NoiseFilter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Burst; 3 | using Random = Unity.Mathematics.Random; 4 | 5 | namespace Unity.Audio 6 | { 7 | [BurstCompile(CompileSynchronously = true)] 8 | public struct NoiseFilter : IAudioKernel 9 | { 10 | public enum Parameters 11 | { 12 | [ParameterDefault(0.0f)] [ParameterRange(-1.0f, 1.0f)] 13 | Offset 14 | } 15 | 16 | public enum Providers 17 | { 18 | } 19 | 20 | Random m_Random; 21 | 22 | public void Initialize() 23 | { 24 | } 25 | 26 | public void Execute(ref ExecuteContext context) 27 | { 28 | if (context.Outputs.Count == 0) 29 | return; 30 | 31 | if (m_Random.state == 0) 32 | m_Random.InitState(2747636419u); 33 | 34 | var outputBuffer = context.Outputs.GetSampleBuffer(0).Buffer; 35 | var outputChannels = context.Outputs.GetSampleBuffer(0).Channels; 36 | 37 | var inputCount = context.Inputs.Count; 38 | for (var i = 0; i < inputCount; i++) 39 | { 40 | var inputBuff = context.Inputs.GetSampleBuffer(i).Buffer; 41 | for (var s = 0; s < outputBuffer.Length; s++) 42 | outputBuffer[s] += inputBuff[s]; 43 | } 44 | 45 | var frames = outputBuffer.Length / outputChannels; 46 | var parameters = context.Parameters; 47 | for (int s = 0, i = 0; s < frames; s++) 48 | { 49 | for (var c = 0; c < outputChannels; c++) 50 | outputBuffer[i++] += m_Random.NextFloat() * 2.0f - 1.0f + parameters.GetFloat(Parameters.Offset, s); 51 | } 52 | } 53 | 54 | public void Dispose() 55 | { 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/AudioOutputJob/SineToneBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using Unity.Audio; 4 | using Unity.Burst; 5 | using Unity.Collections; 6 | using Unity.Mathematics; 7 | using UnityEngine; 8 | 9 | public class SineToneBehaviour: MonoBehaviour 10 | { 11 | public float Frequency; 12 | public float Duration; 13 | 14 | AudioOutputHandle m_Handle; 15 | 16 | [BurstCompile] 17 | struct SineToneOutput : IAudioOutput 18 | { 19 | public float Frequency; 20 | float m_Phase; 21 | int m_ChannelCount; 22 | float m_Delta; 23 | 24 | public void Initialize(int channelCount, SoundFormat format, int sampleRate, long dspBufferSize) 25 | { 26 | m_ChannelCount = channelCount; 27 | m_Delta = Frequency / sampleRate; 28 | } 29 | 30 | public void BeginMix(int frameCount) { } 31 | 32 | public void EndMix(NativeArray output, int frames) 33 | { 34 | for (var f = 0; f < frames; f++) 35 | { 36 | for (var c = 0; c < m_ChannelCount; c++) 37 | output[(f * m_ChannelCount) + c] = math.sin(m_Phase * 2 * math.PI); 38 | 39 | m_Phase += m_Delta; 40 | m_Phase -= math.floor(m_Phase); 41 | } 42 | } 43 | 44 | public void Dispose() { } 45 | } 46 | 47 | void OnGUI() 48 | { 49 | if (GUI.Button(new Rect(10, 10, 150, 100), "Play")) 50 | { 51 | var output = new SineToneOutput { Frequency = Frequency }; 52 | 53 | if (m_Handle.Valid) 54 | m_Handle.Dispose(); 55 | m_Handle = output.AttachToDefaultOutput(); 56 | StartCoroutine(TimeoutSine(Duration)); 57 | } 58 | } 59 | 60 | IEnumerator TimeoutSine(float time) 61 | { 62 | yield return new WaitForSeconds(time); 63 | 64 | if (m_Handle.Valid) 65 | 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m_AllowEnlightenSupportForUpgradedProject: 0 64 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/ScheduleParameter/ScheduleParameter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Audio; 3 | using UnityEngine; 4 | 5 | public class ScheduleParameter : MonoBehaviour 6 | { 7 | public float Cutoff = 5000.0f; 8 | public float Q = 1.0f; 9 | public float Gain; 10 | 11 | DSPGraph m_Graph; 12 | DSPNode m_NoiseFilter; 13 | DSPNode m_LowPass; 14 | 15 | void Start() 16 | { 17 | var format = ChannelEnumConverter.GetSoundFormatFromSpeakerMode(AudioSettings.speakerMode); 18 | var channels = ChannelEnumConverter.GetChannelCountFromSoundFormat(format); 19 | AudioSettings.GetDSPBufferSize(out var bufferLength, out var numBuffers); 20 | var sampleRate = AudioSettings.outputSampleRate; 21 | 22 | m_Graph = DSPGraph.Create(format, channels, bufferLength, sampleRate); 23 | 24 | var driver = new DefaultDSPGraphDriver { Graph = m_Graph }; 25 | driver.AttachToDefaultOutput(); 26 | 27 | using (var block = m_Graph.CreateCommandBlock()) 28 | { 29 | m_NoiseFilter = block.CreateDSPNode(); 30 | block.AddOutletPort(m_NoiseFilter, 2, SoundFormat.Stereo); 31 | 32 | m_LowPass = StateVariableFilter.Create(block, StateVariableFilter.FilterType.Lowpass); 33 | 34 | block.Connect(m_NoiseFilter, 0, m_LowPass, 0); 35 | block.Connect(m_LowPass, 0, m_Graph.RootDSP, 0); 36 | } 37 | } 38 | 39 | void Update() 40 | { 41 | m_Graph.Update(); 42 | } 43 | 44 | void OnDestroy() 45 | { 46 | using (var block = m_Graph.CreateCommandBlock()) 47 | { 48 | block.ReleaseDSPNode(m_NoiseFilter); 49 | block.ReleaseDSPNode(m_LowPass); 50 | } 51 | } 52 | 53 | void OnGUI() 54 | { 55 | using (var block = m_Graph.CreateCommandBlock()) 56 | { 57 | GUI.color = Color.white; 58 | GUI.Label(new Rect(100, 70, 300, 30), "Lowpass Cutoff:"); 59 | var newCutoff = GUI.HorizontalSlider(new Rect(100, 100, 300, 30), Cutoff, 10.0f, 22000.0f); 60 | if (Math.Abs(newCutoff - Cutoff) > 0.01f) 61 | { 62 | block.SetFloat(m_LowPass, StateVariableFilter.AudioKernel.Parameters.Cutoff, newCutoff); 63 | Cutoff = newCutoff; 64 | } 65 | 66 | GUI.Label(new Rect(100, 160, 300, 30), "Lowpass Q:"); 67 | var newq = GUI.HorizontalSlider(new Rect(100, 190, 300, 30), Q, 1.0f, 100.0f); 68 | if (Math.Abs(newq - Q) > 0.01f) 69 | { 70 | block.SetFloat(m_LowPass, StateVariableFilter.AudioKernel.Parameters.Q, newq); 71 | Q = newq; 72 | } 73 | 74 | GUI.Label(new Rect(100, 250, 300, 30), "Gain in dB:"); 75 | var newGain = GUI.HorizontalSlider(new Rect(100, 280, 300, 30), Gain, -80.0f, 0.0f); 76 | if (Math.Abs(newGain - Gain) > 0.01f) 77 | { 78 | block.SetFloat(m_LowPass, StateVariableFilter.AudioKernel.Parameters.GainInDBs, newGain); 79 | Gain = newGain; 80 | } 81 | } 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/PlayClip/Resampler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Burst; 3 | using Unity.Collections; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | namespace Unity.Audio 8 | { 9 | [BurstCompile(CompileSynchronously = true)] 10 | public struct Resampler 11 | { 12 | const float k_HalfPi = math.PI * 0.5f; 13 | const float k_HalfSquareRootOfTwo = math.SQRT2 * 0.5f; 14 | 15 | public double Position; 16 | 17 | public bool ResampleLerpRead( 18 | SampleProvider provider, 19 | NativeArray input, 20 | NativeArray output, 21 | ParameterData parameterData, 22 | T rateParam) 23 | where T : unmanaged, Enum 24 | { 25 | var finishedSampleProvider = false; 26 | 27 | for (var i = 0; i < output.Length / 2; i++) 28 | { 29 | var rate = parameterData.GetFloat(rateParam, i); 30 | Position += rate; 31 | 32 | var length = input.Length / 2 - 1; 33 | 34 | while (Position >= length) 35 | { 36 | input[0] = input[input.Length - 2]; 37 | input[1] = input[input.Length - 1]; 38 | 39 | finishedSampleProvider |= ReadSamples(provider, new NativeSlice(input, 2)); 40 | 41 | Position -= input.Length / 2 - 1; 42 | } 43 | 44 | var positionFloor = Math.Floor(Position); 45 | var positionFraction = Position - positionFloor; 46 | var previousSampleIndex = (int)positionFloor; 47 | var nextSampleIndex = previousSampleIndex + 1; 48 | 49 | var prevSampleL = input[previousSampleIndex * 2 + 0]; 50 | var prevSampleR = input[previousSampleIndex * 2 + 1]; 51 | var sampleL = input[nextSampleIndex * 2 + 0]; 52 | var sampleR = input[nextSampleIndex * 2 + 1]; 53 | 54 | output[i * 2 + 0] = (float)(prevSampleL + (sampleL - prevSampleL) * positionFraction); 55 | output[i * 2 + 1] = (float)(prevSampleR + (sampleR - prevSampleR) * positionFraction); 56 | } 57 | 58 | return finishedSampleProvider; 59 | } 60 | 61 | // read either mono or stereo, always convert to stereo interleaved 62 | static bool ReadSamples(SampleProvider provider, NativeSlice destination) 63 | { 64 | if (!provider.Valid) 65 | return true; 66 | 67 | var finished = false; 68 | 69 | // Read from SampleProvider and convert to interleaved stereo if needed 70 | if (provider.ChannelCount == 2) 71 | { 72 | var read = provider.Read(destination.Slice(0, destination.Length)); 73 | if (read < destination.Length / 2) 74 | { 75 | for (var i = read * 2; i < destination.Length; i++) 76 | destination[i] = 0; 77 | return true; 78 | } 79 | } 80 | else 81 | { 82 | var n = destination.Length / 2; 83 | var buffer = destination.Slice(0, n); 84 | var read = provider.Read(buffer); 85 | 86 | if (read < n) 87 | { 88 | for (var i = read; i < n; i++) 89 | destination[i] = 0; 90 | 91 | finished = true; 92 | } 93 | 94 | for (var i = n - 1; i >= 0; i--) 95 | { 96 | destination[i * 2 + 0] = destination[i]; 97 | destination[i * 2 + 1] = destination[i]; 98 | } 99 | } 100 | 101 | return finished; 102 | } 103 | } 104 | } 105 | -------------------------------------------------------------------------------- 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streamingMipmapsMaxFileIORequests: 1024 213 | particleRaycastBudget: 4096 214 | asyncUploadTimeSlice: 2 215 | asyncUploadBufferSize: 16 216 | asyncUploadPersistentBuffer: 1 217 | resolutionScalingFixedDPIFactor: 1 218 | excludedTargetPlatforms: [] 219 | m_PerPlatformDefaultQuality: 220 | Android: 2 221 | Lumin: 5 222 | Nintendo 3DS: 5 223 | Nintendo Switch: 5 224 | PS4: 5 225 | PSP2: 2 226 | Stadia: 5 227 | Standalone: 5 228 | WebGL: 3 229 | Windows Store Apps: 5 230 | XboxOne: 5 231 | iPhone: 2 232 | tvOS: 2 233 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/PlayClip/PlayClip.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Audio; 3 | using Unity.Collections; 4 | using Unity.Collections.LowLevel.Unsafe; 5 | using Unity.Burst; 6 | 7 | 8 | // The 'audio job'. This is the kernel that defines a running DSP node inside the 9 | // DSPGraph. It is a struct that implements the IAudioKernel interface. It can contain 10 | // internal state, and will have the Execute function called as part of the graph 11 | // traversal during an audio frame. 12 | [BurstCompile(CompileSynchronously = true)] 13 | struct PlayClipNode : IAudioKernel 14 | { 15 | // Parameters are currently defined with enumerations. Each enum value corresponds to 16 | // a parameter within the node. Setting a value for a parameter uses these enum values. 17 | public enum Parameters { Rate } 18 | 19 | // Sample providers are defined with enumerations. Each enum value defines a slot where 20 | // a sample provider can live on a IAudioKernel. Sample providers are used to get samples from 21 | // AudioClips and VideoPlayers. They will eventually be able to pull samples from microphones and other concepts. 22 | public enum SampleProviders { DefaultSlot } 23 | 24 | // The clip sample rate might be different to the output rate used by the system. Therefore we use a resampler 25 | // here. 26 | public Resampler Resampler; 27 | 28 | [NativeDisableContainerSafetyRestriction] 29 | public NativeArray ResampleBuffer; 30 | 31 | public bool Playing; 32 | 33 | public void Initialize() 34 | { 35 | // During an initialization phase, we have access to a resource context which we can 36 | // do buffer allocations with safely in the job. 37 | ResampleBuffer = new NativeArray(1025 * 2, Allocator.AudioKernel); 38 | 39 | // set position to "end of buffer", to force pulling data on first iteration 40 | Resampler.Position = (double)ResampleBuffer.Length / 2; 41 | } 42 | 43 | public void Execute(ref ExecuteContext context) 44 | { 45 | if (Playing) 46 | { 47 | // During the creation phase of this node we added an output port to feed samples to. 48 | // This API gives access to that output buffer. 49 | var buffer = context.Outputs.GetSampleBuffer(0); 50 | 51 | // Get the sample provider for the AudioClip currently being played. This allows 52 | // streaming of samples from the clip into a buffer. 53 | var provider = context.Providers.GetSampleProvider(SampleProviders.DefaultSlot); 54 | 55 | // We pass the provider to the resampler. If the resampler finishes streaming all the samples, it returns 56 | // true. 57 | var finished = Resampler.ResampleLerpRead(provider, ResampleBuffer, buffer.Buffer, context.Parameters, Parameters.Rate); 58 | 59 | if (finished) 60 | { 61 | // Post an async event back to the main thread, telling the handler that the clip has stopped playing. 62 | context.PostEvent(new ClipStopped()); 63 | Playing = false; 64 | } 65 | } 66 | } 67 | 68 | public void Dispose() 69 | { 70 | if (ResampleBuffer.IsCreated) 71 | ResampleBuffer.Dispose(); 72 | } 73 | } 74 | 75 | [BurstCompile(CompileSynchronously = true)] 76 | struct PlayClipKernel : IAudioKernelUpdate 77 | { 78 | // This update job is used to kick off playback of the node. 79 | public void Update(ref PlayClipNode audioKernel) 80 | { 81 | audioKernel.Playing = true; 82 | } 83 | } 84 | 85 | // Token Event that indicates that playback has finished 86 | struct ClipStopped {} 87 | 88 | // Bootstrap MonoBehaviour to get the example running. 89 | public class PlayClip : MonoBehaviour 90 | { 91 | public AudioClip ClipToPlay; 92 | 93 | AudioOutputHandle m_Output; 94 | DSPGraph m_Graph; 95 | DSPNode m_Node; 96 | DSPConnection m_Connection; 97 | 98 | int m_HandlerID; 99 | 100 | void Start() 101 | { 102 | var format = ChannelEnumConverter.GetSoundFormatFromSpeakerMode(AudioSettings.speakerMode); 103 | var channels = ChannelEnumConverter.GetChannelCountFromSoundFormat(format); 104 | AudioSettings.GetDSPBufferSize(out var bufferLength, out var numBuffers); 105 | 106 | var sampleRate = AudioSettings.outputSampleRate; 107 | 108 | m_Graph = DSPGraph.Create(format, channels, bufferLength, sampleRate); 109 | 110 | var driver = new DefaultDSPGraphDriver { Graph = m_Graph }; 111 | m_Output = driver.AttachToDefaultOutput(); 112 | 113 | // Add an event handler delegate to the graph for ClipStopped. So we are notified 114 | // of when a clip is stopped in the node and can handle the resources on the main thread. 115 | m_HandlerID = m_Graph.AddNodeEventHandler((node, evt) => 116 | { 117 | Debug.Log("Received ClipStopped event on main thread, cleaning resources"); 118 | }); 119 | 120 | // All async interaction with the graph must be done through a DSPCommandBlock. 121 | // Create it here and complete it once all commands are added. 122 | var block = m_Graph.CreateCommandBlock(); 123 | 124 | m_Node = block.CreateDSPNode(); 125 | 126 | // Currently input and output ports are dynamic and added via this API to a node. 127 | // This will change to a static definition of nodes in the future. 128 | block.AddOutletPort(m_Node, 2, SoundFormat.Stereo); 129 | 130 | // Connect the node to the root of the graph. 131 | m_Connection = block.Connect(m_Node, 0, m_Graph.RootDSP, 0); 132 | 133 | // We are done, fire off the command block atomically to the mixer thread. 134 | block.Complete(); 135 | } 136 | 137 | void Update() 138 | { 139 | m_Graph.Update(); 140 | } 141 | 142 | void OnDisable() 143 | { 144 | // Command blocks can also be completed via the C# 'using' construct for convenience 145 | using (var block = m_Graph.CreateCommandBlock()) 146 | { 147 | block.Disconnect(m_Connection); 148 | block.ReleaseDSPNode(m_Node); 149 | } 150 | 151 | m_Graph.RemoveNodeEventHandler(m_HandlerID); 152 | 153 | m_Output.Dispose(); 154 | } 155 | 156 | void OnGUI() 157 | { 158 | if (GUI.Button(new Rect(10, 10, 150, 100), "Play Clip!")) 159 | { 160 | if (ClipToPlay == null) 161 | { 162 | Debug.Log("No clip assigned, not playing (" + gameObject.name + ")"); 163 | return; 164 | } 165 | 166 | using (var block = m_Graph.CreateCommandBlock()) 167 | { 168 | // Decide on playback rate here by taking the provider input rate and the output settings of the system 169 | var resampleRate = (float)ClipToPlay.frequency / AudioSettings.outputSampleRate; 170 | block.SetFloat(m_Node, PlayClipNode.Parameters.Rate, resampleRate); 171 | 172 | // Assign the sample provider to the slot of the node. 173 | block.SetSampleProvider(ClipToPlay, m_Node, PlayClipNode.SampleProviders.DefaultSlot); 174 | 175 | // Kick off playback. 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m_ShadowRadius: 0 329 | m_ShadowAngle: 0 330 | --- !u!4 &1575847561 331 | Transform: 332 | m_ObjectHideFlags: 0 333 | m_CorrespondingSourceObject: {fileID: 0} 334 | m_PrefabInstance: {fileID: 0} 335 | m_PrefabAsset: {fileID: 0} 336 | m_GameObject: {fileID: 1575847559} 337 | m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261} 338 | m_LocalPosition: {x: 0, y: 3, z: 0} 339 | m_LocalScale: {x: 1, y: 1, z: 1} 340 | m_Children: [] 341 | m_Father: {fileID: 0} 342 | m_RootOrder: 1 343 | m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0} 344 | -------------------------------------------------------------------------------- /Assets/SimpleExamples/DSP/StateVariableFilter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Burst; 3 | using Unity.Collections; 4 | using Unity.Collections.LowLevel.Unsafe; 5 | using UnityEngine; 6 | 7 | namespace Unity.Audio 8 | { 9 | public struct StateVariableFilter 10 | { 11 | public enum FilterType 12 | { 13 | Lowpass, 14 | Highpass, 15 | Bandpass, 16 | Bell, 17 | Notch, 18 | Lowshelf, 19 | Highshelf 20 | } 21 | 22 | public static DSPNode Create(DSPCommandBlock block, FilterType type) 23 | { 24 | var node = block.CreateDSPNode(); 25 | block.AddInletPort(node, 2, SoundFormat.Stereo); 26 | block.AddOutletPort(node, 2, SoundFormat.Stereo); 27 | block.SetFloat(node, 28 | AudioKernel.Parameters.FilterType, (float) type); 29 | 30 | return node; 31 | } 32 | 33 | struct Coefficients 34 | { 35 | public float A, g, k, a1, a2, a3, m0, m1, m2; 36 | } 37 | 38 | static Coefficients DesignBell(float fc, float quality, float linearGain) 39 | { 40 | var A = linearGain; 41 | var g = Mathf.Tan(Mathf.PI * fc); 42 | var k = 1 / (quality * A); 43 | var a1 = 1 / (1 + g * (g + k)); 44 | var a2 = g * a1; 45 | var a3 = g * a2; 46 | var m0 = 1; 47 | var m1 = k * (A * A - 1); 48 | var m2 = 0; 49 | return new Coefficients {A = A, g = g, k = k, a1 = a1, a2 = a2, a3 = a3, m0 = m0, m1 = m1, m2 = m2}; 50 | } 51 | 52 | static Coefficients DesignLowpass(float normalizedFrequency, float Q, float linearGain) 53 | { 54 | var A = linearGain; 55 | var g = Mathf.Tan(Mathf.PI * normalizedFrequency); 56 | var k = 1 / Q; 57 | var a1 = 1 / (1 + g * (g + k)); 58 | var a2 = g * a1; 59 | var a3 = g * a2; 60 | var m0 = 0; 61 | var m1 = 0; 62 | var m2 = 1; 63 | return new Coefficients {A = A, g = g, k = k, a1 = a1, a2 = a2, a3 = a3, m0 = m0, m1 = m1, m2 = m2}; 64 | } 65 | 66 | static Coefficients DesignBandpass(float normalizedFrequency, float Q, float linearGain) 67 | { 68 | var coefficients = Design(FilterType.Lowpass, normalizedFrequency, Q, linearGain); 69 | coefficients.m1 = 1; 70 | coefficients.m2 = 0; 71 | return coefficients; 72 | } 73 | 74 | static Coefficients DesignHighpass(float normalizedFrequency, float Q, float linearGain) 75 | { 76 | var coefficients = Design(FilterType.Lowpass, normalizedFrequency, Q, linearGain); 77 | coefficients.m0 = 1; 78 | coefficients.m1 = -coefficients.k; 79 | coefficients.m2 = -1; 80 | return coefficients; 81 | } 82 | 83 | static Coefficients DesignNotch(float normalizedFrequency, float Q, float linearGain) 84 | { 85 | var coefficients = DesignLowpass(normalizedFrequency, Q, linearGain); 86 | coefficients.m0 = 1; 87 | coefficients.m1 = -coefficients.k; 88 | coefficients.m2 = 0; 89 | return coefficients; 90 | } 91 | 92 | static Coefficients DesignLowshelf(float normalizedFrequency, float Q, float linearGain) 93 | { 94 | var A = linearGain; 95 | var g = Mathf.Tan(Mathf.PI * normalizedFrequency) / Mathf.Sqrt(A); 96 | var k = 1 / Q; 97 | var a1 = 1 / (1 + g * (g + k)); 98 | var a2 = g * a1; 99 | var a3 = g * a2; 100 | var m0 = 1; 101 | var m1 = k * (A - 1); 102 | var m2 = A * A - 1; 103 | return new Coefficients {A = A, g = g, k = k, a1 = a1, a2 = a2, a3 = a3, m0 = m0, m1 = m1, m2 = m2}; 104 | } 105 | 106 | static Coefficients DesignHighshelf(float normalizedFrequency, float Q, float linearGain) 107 | { 108 | var A = linearGain; 109 | var g = Mathf.Tan(Mathf.PI * normalizedFrequency) / Mathf.Sqrt(A); 110 | var k = 1 / Q; 111 | var a1 = 1 / (1 + g * (g + k)); 112 | var a2 = g * a1; 113 | var a3 = g * a2; 114 | var m0 = A * A; 115 | var m1 = k * (1 - A) * A; 116 | var m2 = 1 - A * A; 117 | return new Coefficients {A = A, g = g, k = k, a1 = a1, a2 = a2, a3 = a3, m0 = m0, m1 = m1, m2 = m2}; 118 | } 119 | 120 | static Coefficients Design(FilterType type, float normalizedFrequency, float Q, float linearGain) 121 | { 122 | switch (type) 123 | { 124 | case FilterType.Lowpass: return DesignLowpass(normalizedFrequency, Q, linearGain); 125 | case FilterType.Highpass: return DesignHighpass(normalizedFrequency, Q, linearGain); 126 | case FilterType.Bandpass: return DesignBandpass(normalizedFrequency, Q, linearGain); 127 | case FilterType.Bell: return DesignBell(normalizedFrequency, Q, linearGain); 128 | case FilterType.Notch: return DesignNotch(normalizedFrequency, Q, linearGain); 129 | case FilterType.Lowshelf: return DesignLowshelf(normalizedFrequency, Q, linearGain); 130 | case FilterType.Highshelf: return DesignHighshelf(normalizedFrequency, Q, linearGain); 131 | default: 132 | throw new ArgumentException("Unknown filter type", nameof(type)); 133 | } 134 | } 135 | 136 | static Coefficients Design(FilterType filterType, float cutoff, float Q, float gainInDBs, float sampleRate) 137 | { 138 | var linearGain = Mathf.Pow(10, gainInDBs / 20); 139 | switch (filterType) 140 | { 141 | case FilterType.Lowpass: 142 | return DesignLowpass(cutoff / sampleRate, Q, linearGain); 143 | case FilterType.Highpass: 144 | return DesignHighpass(cutoff / sampleRate, Q, linearGain); 145 | case FilterType.Bandpass: 146 | return DesignBandpass(cutoff / sampleRate, Q, linearGain); 147 | case FilterType.Bell: 148 | return DesignBell(cutoff / sampleRate, Q, linearGain); 149 | case FilterType.Notch: 150 | return DesignNotch(cutoff / sampleRate, Q, linearGain); 151 | case FilterType.Lowshelf: 152 | return DesignLowshelf(cutoff / sampleRate, Q, linearGain); 153 | case FilterType.Highshelf: 154 | return DesignHighshelf(cutoff / sampleRate, Q, linearGain); 155 | default: 156 | throw new ArgumentException("Unknown filter type", nameof(filterType)); 157 | } 158 | } 159 | 160 | [BurstCompile(CompileSynchronously = true)] 161 | public struct AudioKernel : IAudioKernel 162 | { 163 | public struct Channel 164 | { 165 | public float z1, z2; 166 | } 167 | 168 | [NativeDisableContainerSafetyRestriction] 169 | public NativeArray Channels; 170 | 171 | public enum Parameters 172 | { 173 | [ParameterDefault((float) StateVariableFilter.FilterType.Lowpass)] 174 | [ParameterRange((float) StateVariableFilter.FilterType.Lowpass, 175 | (float) StateVariableFilter.FilterType.Highshelf)] 176 | FilterType, 177 | 178 | [ParameterDefault(5000.0f)] [ParameterRange(10.0f, 22000.0f)] 179 | Cutoff, 180 | 181 | [ParameterDefault(1.0f)] [ParameterRange(1.0f, 100.0f)] 182 | Q, 183 | 184 | [ParameterDefault(0.0f)] [ParameterRange(-80.0f, 0.0f)] 185 | GainInDBs 186 | } 187 | 188 | public enum Providers 189 | { 190 | } 191 | 192 | public void Initialize() 193 | { 194 | Channels = new NativeArray(2, Allocator.AudioKernel); 195 | } 196 | 197 | public void Execute(ref ExecuteContext context) 198 | { 199 | var input = context.Inputs.GetSampleBuffer(0); 200 | var output = context.Outputs.GetSampleBuffer(0); 201 | var channelCount = output.Channels; 202 | var sampleFrames = output.Samples; 203 | var champleCount = channelCount * sampleFrames; 204 | 205 | var inputBuffer = input.Buffer; 206 | var outputBuffer = output.Buffer; 207 | 208 | if (Channels.Length == 0) 209 | { 210 | for (var n = 0; n < champleCount; n++) 211 | outputBuffer[n] = 0.0f; 212 | return; 213 | } 214 | 215 | var parameters = context.Parameters; 216 | var filterType = (FilterType) parameters.GetFloat(Parameters.FilterType, 0); 217 | var cutoff = parameters.GetFloat(Parameters.Cutoff, 0); 218 | var q = parameters.GetFloat(Parameters.Q, 0); 219 | var gain = parameters.GetFloat(Parameters.GainInDBs, 0); 220 | var coefficients = Design(filterType, cutoff, q, gain, context.SampleRate); 221 | 222 | for (var c = 0; c < Channels.Length; c++) 223 | { 224 | var z1 = Channels[c].z1; 225 | var z2 = Channels[c].z2; 226 | 227 | for (var i = 0; i < champleCount; i += channelCount) 228 | { 229 | var x = inputBuffer[i + c]; 230 | 231 | var v3 = x - z2; 232 | var v1 = coefficients.a1 * z1 + coefficients.a2 * v3; 233 | var v2 = z2 + coefficients.a2 * z1 + coefficients.a3 * v3; 234 | z1 = 2 * v1 - z1; 235 | z2 = 2 * v2 - z2; 236 | outputBuffer[i + c] = coefficients.A * 237 | (coefficients.m0 * x + coefficients.m1 * v1 + coefficients.m2 * v2); 238 | } 239 | 240 | Channels[c] = new Channel {z1 = z1, z2 = z2}; 241 | } 242 | } 243 | 244 | public void Dispose() 245 | { 246 | if (Channels.IsCreated) 247 | Channels.Dispose(); 248 | } 249 | } 250 | } 251 | } 252 | -------------------------------------------------------------------------------- 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