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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Unity.RenderStreaming.Samples
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{
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class AudioSpectrumView : MonoBehaviour
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{
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[SerializeField] AudioSource target;
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[SerializeField] LineRenderer line;
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[SerializeField] Color[] lineColors;
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[SerializeField] RectTransform rectTransform;
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[SerializeField] float xRatio = 1f;
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[SerializeField] float yRatio = 1f;
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const int positionCount = 256;
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float[] spectrum = new float[2048];
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private AudioClip clip;
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Vector3[] array;
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List<LineRenderer> lines = new List<LineRenderer>();
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private Dictionary<AudioSpeakerMode, int> SpeakerModeToChannel = new Dictionary<AudioSpeakerMode, int>()
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{
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{AudioSpeakerMode.Mono, 1},
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{AudioSpeakerMode.Stereo, 2},
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{AudioSpeakerMode.Quad, 4},
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{AudioSpeakerMode.Surround, 5},
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{AudioSpeakerMode.Mode5point1, 6},
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{AudioSpeakerMode.Mode7point1, 8},
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};
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void Start()
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{
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array = new Vector3[positionCount];
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// This line object is used as a template.
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if (line.gameObject.activeInHierarchy)
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line.gameObject.SetActive(false);
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AudioSettings.OnAudioConfigurationChanged += OnAudioConfigurationChanged;
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}
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void OnAudioConfigurationChanged(bool deviceChanged)
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{
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// reset lines;
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clip = null;
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}
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void ResetLines(int channelCount)
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{
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foreach (var line in lines)
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{
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Object.Destroy(line.gameObject);
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}
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lines.Clear();
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for (int i = 0; i < channelCount; i++)
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{
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var line_ = GameObject.Instantiate(line, line.transform.parent);
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line_.gameObject.SetActive(true);
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line_.positionCount = positionCount;
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line_.startColor = lineColors[i];
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line_.endColor = lineColors[i];
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lines.Add(line_);
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}
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}
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void Update()
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{
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if (target.clip == null)
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{
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if (lines.Count > 0)
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ResetLines(0);
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clip = null;
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return;
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}
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if (clip != target.clip)
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{
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clip = target.clip;
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int channelCount = clip.channels;
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var conf = AudioSettings.GetConfiguration();
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int maxChannelCount = SpeakerModeToChannel[conf.speakerMode];
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channelCount = Math.Min(channelCount, maxChannelCount);
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ResetLines(channelCount);
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}
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for (int lineIndex = 0; lineIndex < lines.Count; lineIndex++)
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{
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target.GetSpectrumData(spectrum, lineIndex, FFTWindow.Rectangular);
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for (int i = 1; i < array.Length; i++)
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{
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float x = rectTransform.rect.width * i / array.Length * xRatio;
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float y = rectTransform.rect.height * Mathf.Log(spectrum[i] + 1) * yRatio;
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array[i] = new Vector3(x, y, 0);
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}
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lines[lineIndex].SetPositions(array);
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}
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}
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}
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}
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