Created
December 23, 2021 00:17
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AVPro audio capture from multiple sources
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#if UNITY_STANDALONE_WIN | |
using RenderHeads.Media.AVProMovieCapture; | |
#endif | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
using UnityEngine; | |
public class CaptureAudioFromMultipleSources : | |
#if UNITY_STANDALONE_WIN | |
UnityAudioCapture | |
#else | |
MonoBehaviour | |
#endif | |
{ | |
[SerializeField] bool _debugLogging = false; | |
[SerializeField] bool _muteAudio = false; | |
public List<OnAudioFilterReadForwarder> _OnAudioFilterReadForwarders; | |
#if UNITY_STANDALONE_WIN | |
private const int BufferSize = 16; | |
private float[] _buffer = new float[0]; | |
private float[] _readBuffer = new float[0]; | |
private int _bufferIndex; | |
private GCHandle _bufferHandle; | |
private int _numChannels; | |
private int _overflowCount; | |
private object _lockObject = new object(); | |
public float[] Buffer { get { return _readBuffer; } } | |
public int BufferLength { get { return _bufferIndex; } } | |
public System.IntPtr BufferPtr { get { return _bufferHandle.AddrOfPinnedObject(); } } | |
public override int OverflowCount { get { return _overflowCount; } } | |
public override int ChannelCount { get { return _numChannels; } } | |
private void Start() | |
{ | |
foreach(var onAudioFilterReadForwarder in _OnAudioFilterReadForwarders) | |
{ | |
onAudioFilterReadForwarder.Callback += OnAudioFilterReadCombiner; | |
} | |
} | |
public override void PrepareCapture() | |
{ | |
int bufferLength = 0; | |
int numBuffers = 0; | |
AudioSettings.GetDSPBufferSize(out bufferLength, out numBuffers); | |
_numChannels = GetUnityAudioChannelCount(); | |
if (_debugLogging) | |
{ | |
Debug.Log(string.Format("[UnityAudioCapture] SampleRate: {0}hz SpeakerMode: {1} BestDriverMode: {2} (DSP using {3} buffers of {4} bytes using {5} channels)", AudioSettings.outputSampleRate, AudioSettings.speakerMode.ToString(), AudioSettings.driverCapabilities.ToString(), numBuffers, bufferLength, _numChannels)); | |
} | |
_buffer = new float[bufferLength * _numChannels * numBuffers * BufferSize]; | |
_readBuffer = new float[bufferLength * _numChannels * numBuffers * BufferSize]; | |
_bufferIndex = 0; | |
_bufferHandle = GCHandle.Alloc(_readBuffer, GCHandleType.Pinned); | |
_overflowCount = 0; | |
} | |
public override void StartCapture() | |
{ | |
FlushBuffer(); | |
} | |
public override void StopCapture() | |
{ | |
lock (_lockObject) | |
{ | |
_bufferIndex = 0; | |
if (_bufferHandle.IsAllocated) | |
_bufferHandle.Free(); | |
_readBuffer = _buffer = null; | |
} | |
_numChannels = 0; | |
} | |
public override System.IntPtr ReadData(out int length) | |
{ | |
lock (_lockObject) | |
{ | |
System.Array.Copy(_buffer, 0, _readBuffer, 0, _bufferIndex); | |
length = _bufferIndex; | |
_bufferIndex = 0; | |
} | |
return _bufferHandle.AddrOfPinnedObject(); | |
} | |
public override void FlushBuffer() | |
{ | |
lock (_lockObject) | |
{ | |
_bufferIndex = 0; | |
_overflowCount = 0; | |
} | |
} | |
int _count = 0; | |
int _lastLength; | |
private void OnAudioFilterReadCombiner(float[] data, int channels) | |
{ | |
if (_buffer != null && _buffer.Length > 0) | |
{ | |
_count++; | |
// TODO: use double buffering | |
lock (_lockObject) | |
{ | |
int length = Mathf.Min(data.Length, _buffer.Length - _bufferIndex); | |
if (!_muteAudio) | |
{ | |
if (_count == 1) | |
{ | |
for (int i = 0; i < length; i++) | |
{ | |
_buffer[i + _bufferIndex] = data[i]; | |
} | |
} | |
else | |
{ | |
for (int i = 0; i < length; i++) | |
{ | |
_buffer[i + _bufferIndex] += data[i]; | |
} | |
_count = 0; | |
} | |
} | |
else | |
{ | |
for (int i = 0; i < length; i++) | |
{ | |
_buffer[i + _bufferIndex] = data[i]; | |
data[i] = 0f; | |
} | |
} | |
if (_count == 0) | |
{ | |
_bufferIndex += length; | |
_lastLength = length; | |
} | |
if (length < data.Length) | |
{ | |
_overflowCount++; | |
Debug.LogWarning("[AVProMovieCapture] Audio buffer overflow, may cause sync issues. Disable this component if not recording Unity audio."); | |
} | |
} | |
} | |
} | |
#endif | |
} | |
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Remove this line in CaptureBase.cs | |
removeComponent = !(_unityAudioCapture is CaptureAudioFromAudioListener); |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class OnAudioFilterReadForwarder : MonoBehaviour | |
{ | |
public enum MuteBehaviour | |
{ | |
None, | |
Before, | |
After | |
} | |
public MuteBehaviour _MuteBehaviour; | |
public System.Action<float[], int> Callback { get; internal set; } | |
private void OnAudioFilterRead(float[] data, int channels) | |
{ | |
if (_MuteBehaviour == MuteBehaviour.Before) | |
{ | |
for (int i = 0; i < data.Length; i++) | |
{ | |
data[i] = 0; | |
} | |
} | |
Callback?.Invoke(data, channels); | |
if(_MuteBehaviour == MuteBehaviour.After) | |
{ | |
for(int i = 0; i< data.Length; i++) | |
{ | |
data[i] = 0; | |
} | |
} | |
} | |
} |
Assuming the AVProMovieCapture works on Mac then I think so. Our app doesn’t run on Mac so I’m not 100%.
We just used that define because our app needs to compile for other non-standalone devices which AVPro doesn’t support. You might be able to remove the #ifdefs completely if you don’t need it to compile on other platforms
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Will the script work on the Mac? It has a few conditional statements -- #if UNITY_STANDALONE_WIN. Can that be updated to #if UNITY_STANDALONE without affecting anything. Are there any other platform specific behaviors?