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March 4, 2019 16:37
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Some methods to use the cameras Viewport to apply panning and distnace attenuation to audio
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/* | |
* ABOUT: | |
* | |
* Simple script to convert Vector3 position to 2D panning position and distance | |
* attenuation based on the camera viewport. useful for 2D and isometric games. | |
* | |
* ############################################################ | |
* | |
* MIT License | |
* | |
* Copyright (c) 2019 Maris Tammik | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
* | |
*/ | |
using UnityEngine; | |
public static class FlatPanning { | |
// The camera we use to measure distances on (should be setup by your audio engine setup) | |
internal static Camera Cam; | |
// The config file. this is a proprietary format. setup your own using ScriptableObject? | |
private static MConfig _config = MManager.Config; | |
/// <summary> | |
/// Update each Instance position each frame | |
/// </summary> | |
internal static FunctionResult UpdateFlatPosition(Instance target, Vector3 position) { | |
// ensure camera | |
if (Cam == null) Cam = Camera.main; | |
Vector2 viewportPoint = Cam.WorldToViewportPoint(position); | |
// store results for comparison | |
float distance = ViewportToDistance(viewportPoint); | |
float pan = ViewportToPan(viewportPoint.x); | |
// compare to calulated values | |
if (target.Parameters.Distance == distance && target.Parameters.Pan == pan) | |
return FunctionResult.NoActionNeeded; | |
// change detected! set values on MInstanceParameter | |
target.Parameters.Distance = distance; | |
target.Parameters.Pan = pan; | |
target.Parameters.IsDirty = true; | |
// request updating associated MVoices | |
return FunctionResult.UpdateRequested; | |
} | |
/// <summary> | |
/// Convert viewport position to panning value | |
/// </summary> | |
public static float ViewportToPan(float viewPosX) { | |
// turn viewport coordinates to pan value: "0 to 1" into "-1 to 1" | |
float pan = Mathf.Clamp((viewPosX * 2) - 1, -1, 1); | |
if (_config.FlatPanningDebth == null) | |
// no pan depth manipulation | |
return pan; | |
// use AnimationCurve to bend values | |
// (default = AnimationCurve { Keyframe(0,0), Keyframe(1,1)}) | |
if (pan >= 0) | |
return MManager.Config.FlatPanningDebth.Evaluate(Mathf.Abs(pan)); | |
else | |
return -1 * MManager.Config.FlatPanningDebth.Evaluate(Mathf.Abs(pan)); | |
} | |
/// <summary> | |
/// Compute distance based on inner- and outer-rectangle | |
/// </summary> | |
public static float ViewportToDistance(Vector2 viewportPos) { | |
// converting 0to1 range top -1to1 range | |
// also requires to scale the rectangles | |
float innerMagin = _config.FlatInnerMargin * 2; | |
float outerMagrin = _config.FlatOuterMargin * 2; | |
// remove center corner offset from position | |
Vector2 offsetPos = new Vector2( | |
Mathf.Abs(viewportPos.x * 2 - 1), | |
Mathf.Abs(viewportPos.y * 2 - 1)) - new Vector2(1 - innerMagin, 1 - innerMagin); | |
// get the max distance | |
float maxLength = innerMagin + outerMagrin; | |
// corner case (literally) | |
if (offsetPos.x < maxLength | |
&& offsetPos.y < maxLength) { | |
maxLength = new Vector2(innerMagin + outerMagrin, innerMagin + outerMagrin).magnitude; | |
} | |
// interpolate by how far offsetPos is along maxLength | |
float x = Mathf.Lerp(0, _config.FlatMaxDistance, | |
Mathf.Clamp(offsetPos.x / maxLength, 0, 1)); | |
float y = Mathf.Lerp(0, _config.FlatMaxDistance, | |
Mathf.Clamp(offsetPos.y / maxLength, 0, 1)); | |
// get distance (pythagoras) | |
return Mathf.Sqrt(x * x + y * y); | |
} | |
} |
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