Created
July 2, 2017 12:40
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SFX ReverbのDry Levelを距離減衰・指向性音源による減衰でコントロールするためのコンポーネント
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Audio; | |
[RequireComponent(typeof(AudioSource))] | |
public class MixerParamAttenuation : MonoBehaviour { | |
AudioSource source; | |
AudioMixerGroup mixer; | |
Transform mainCamera; | |
[SerializeField] | |
float maxLevel = 0.0f; | |
[SerializeField] | |
float minLevel = -3000.0f; | |
[SerializeField] | |
float minAngle = 10.0f; | |
[SerializeField] | |
float maxAngle = 180.0f; | |
[SerializeField] | |
string ParameterName = "UnityChanDistance"; | |
[SerializeField] | |
float distanceRatio; | |
[SerializeField] | |
float directionalRatio; | |
[SerializeField] | |
float angle; | |
private void Start() { | |
source = GetComponent<AudioSource>(); | |
mixer = source.outputAudioMixerGroup; | |
mainCamera = Camera.main.transform; | |
} | |
float CalcDistanceAttenuation() { | |
var distance = Vector3.Distance(transform.position, mainCamera.position); | |
var minDistance = source.minDistance; | |
var maxDistance = source.maxDistance; | |
var ratio = (distance - minDistance) / (maxDistance - minDistance); | |
if (ratio < 0.0f) { | |
ratio = 0.0f; | |
} | |
var invRatio = 1.0f - ratio; | |
var invSquareRatio = Mathf.Pow(invRatio, 2.0f); | |
return invSquareRatio; | |
} | |
float CalcDirectionalAttenuation() { | |
var sourceToCamera = mainCamera.position - source.transform.position; | |
var sourceDirection = source.transform.forward; | |
Debug.DrawRay(source.transform.position, sourceToCamera); | |
Debug.DrawRay(source.transform.position, sourceDirection, Color.red); | |
angle = Vector3.Angle(sourceDirection, sourceToCamera); | |
var ratio = (angle - minAngle) / (maxAngle - minAngle); | |
if (ratio < 0.0f) { | |
ratio = 0.0f; | |
} | |
var invRatio = 1.0f - ratio; | |
var invSquareRatio = Mathf.Pow(invRatio, 2.0f); | |
return invSquareRatio; | |
} | |
private void Update() { | |
// 距離減衰 | |
distanceRatio = CalcDistanceAttenuation(); | |
// 指向性音源 | |
directionalRatio = CalcDirectionalAttenuation(); | |
var ratio = distanceRatio * directionalRatio; | |
var dryLevel = Mathf.Lerp(minLevel, maxLevel, ratio); | |
mixer.audioMixer.SetFloat(ParameterName, dryLevel); | |
} | |
} |
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