├── .gitignore ├── Assets ├── AudioInput.cs ├── AudioInput.cs.meta ├── ChamberlinFilter.cs ├── ChamberlinFilter.cs.meta ├── Init.unity ├── Init.unity.meta ├── Initializer.cs ├── Initializer.cs.meta ├── Main.unity ├── Main.unity.meta ├── RmsToScale.cs └── RmsToScale.cs.meta └── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | Library/ 2 | Temp/ 3 | 4 | *.csproj 5 | *.unityproj 6 | *.sln 7 | *.pidb 8 | *.userprefs 9 | 10 | .DS_Store 11 | -------------------------------------------------------------------------------- /Assets/AudioInput.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(AudioSource))] 5 | public class AudioInput : MonoBehaviour 6 | { 7 | void Start() 8 | { 9 | audio.Stop(); 10 | 11 | audio.loop = true; 12 | 13 | int minFreq, maxFreq; 14 | Microphone.GetDeviceCaps(null, out minFreq, out maxFreq); 15 | 16 | audio.clip = Microphone.Start(null, true, 1, maxFreq > 0 ? maxFreq : 44100); 17 | 18 | while (audio.clip != null) 19 | { 20 | int delay = Microphone.GetPosition(null); 21 | if (delay > 0) 22 | { 23 | audio.Play(); 24 | Debug.Log("Latency = " + (1000.0f / audio.clip.frequency * delay) + " msec"); 25 | break; 26 | } 27 | } 28 | } 29 | 30 | void OnApplicationPause(bool paused) 31 | { 32 | if (paused) 33 | { 34 | audio.Stop(); 35 | Microphone.End(null); 36 | Debug.Log("paused"); 37 | } 38 | else 39 | { 40 | Start(); 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/AudioInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf977a4fdc2c7411e81fbbcfb713ee1f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/ChamberlinFilter.cs: -------------------------------------------------------------------------------- 1 | // Corrected Chamberlin Bandpass Filter 2 | // http://courses.cs.washington.edu/courses/cse490s/11au/Readings/Digital_Sound_Generation_2.pdf 3 | 4 | using UnityEngine; 5 | using System.Collections; 6 | 7 | public class ChamberlinFilter : MonoBehaviour 8 | { 9 | [Range(0.0f, 1.0f)] 10 | public float cutoff = 0.5f; 11 | 12 | [Range(1.0f, 10.0f)] 13 | public float q = 1.0f; 14 | 15 | // DSP variables 16 | float vF; 17 | float vD; 18 | float vZ1; 19 | float vZ2; 20 | float vZ3; 21 | 22 | // Cutoff frequency in Hz 23 | public float CutoffFrequency { 24 | get { return Mathf.Pow(2, 10 * cutoff - 10) * 15000; } 25 | } 26 | 27 | void Awake() 28 | { 29 | Update(); 30 | } 31 | 32 | void Update() 33 | { 34 | var f = 2 / 1.85f * Mathf.Sin(Mathf.PI * CutoffFrequency / AudioSettings.outputSampleRate); 35 | vD = 1 / q; 36 | vF = (1.85f - 0.75f * vD * f) * f; 37 | } 38 | 39 | void OnAudioFilterRead(float[] data, int channels) 40 | { 41 | for (var i = 0; i < data.Length; i += channels) 42 | { 43 | var si = data[i]; 44 | 45 | var _vZ1 = 0.5f * si; 46 | var _vZ3 = vZ2 * vF + vZ3; 47 | var _vZ2 = (_vZ1 + vZ1 - _vZ3 - vZ2 * vD) * vF + vZ2; 48 | 49 | for (var c = 0; c < channels; c++) 50 | data[i + c] = _vZ2; 51 | 52 | vZ1 = _vZ1; 53 | vZ2 = _vZ2; 54 | vZ3 = _vZ3; 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/ChamberlinFilter.cs.meta: 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