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MicStreamDemo.cs
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MicStreamDemo.cs
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using UnityEngine;
namespace HoloToolkit.Unity.InputModule.Tests
{
[RequireComponent(typeof(AudioSource))]
public class MicStreamDemo : MonoBehaviour
{
/// <summary>
/// Which type of microphone/quality to access.
/// </summary>
public MicStream.StreamCategory StreamType = MicStream.StreamCategory.HIGH_QUALITY_VOICE;
/// <summary>
/// Can boost volume here as desired. 1 is default.
/// <remarks>Can be updated at runtime.</remarks>
/// </summary>
public float InputGain = 1;
/// <summary>
/// if keepAllData==false, you'll always get the newest data no matter how long the program becomes unresponsive
/// for any reason. It will lose some data if the program does not respond.
/// <remarks>Can only be set on initialization.</remarks>
/// </summary>
public bool KeepAllData;
/// <summary>
/// If true, Starts the mic stream automatically when this component is enabled.
/// </summary>
public bool AutomaticallyStartStream = true;
/// <summary>
/// Plays back the microphone audio source though default audio device.
/// </summary>
public bool PlaybackMicrophoneAudioSource = true;
/// <summary>
/// The name of the file to which to save audio (for commands that save to a file).
/// </summary>
public string SaveFileName = "MicrophoneTest.wav";
/// <summary>
/// Records estimation of volume from the microphone to affect other elements of the game object.
/// </summary>
private float averageAmplitude;
/// <summary>
/// Minimum size the demo cube can be during runtime.
/// </summary>
[SerializeField]
private float minObjectScale = .3f;
private bool isRunning;
public bool IsRunning
{
get { return isRunning; }
private set
{
isRunning = value;
CheckForErrorOnCall(isRunning ? MicStream.MicPause() : MicStream.MicResume());
}
}
#region Unity Methods
private void OnAudioFilterRead(float[] buffer, int numChannels)
{
// this is where we call into the DLL and let it fill our audio buffer for us
CheckForErrorOnCall(MicStream.MicGetFrame(buffer, buffer.Length, numChannels));
float sumOfValues = 0;
// figure out the average amplitude from this new data
for (int i = 0; i < buffer.Length; i++)
{
if (float.IsNaN(buffer[i]))
{
buffer[i] = 0;
}
buffer[i] = Mathf.Clamp(buffer[i], -1f, 1f);
sumOfValues += Mathf.Clamp01(Mathf.Abs(buffer[i]));
}
averageAmplitude = sumOfValues / buffer.Length;
}
private void OnEnable()
{
IsRunning = true;
}
private void Awake()
{
CheckForErrorOnCall(MicStream.MicInitializeCustomRate((int)StreamType, AudioSettings.outputSampleRate));
CheckForErrorOnCall(MicStream.MicSetGain(InputGain));
if (!PlaybackMicrophoneAudioSource)
{
gameObject.GetComponent<AudioSource>().volume = 0; // can set to zero to mute mic monitoring
}
if (AutomaticallyStartStream)
{
CheckForErrorOnCall(MicStream.MicStartStream(KeepAllData, false));
}
print("MicStream selector demo");
print("press Q to start stream to audio source, W will stop that stream");
print("press A to start a recording and S to stop that recording and save it to a wav file.");
print("Since this all goes through the AudioSource, you can mute the mic while using it there, or do anything else you would do with an AudioSource");
print("In this demo, we start the stream automatically, and then change the size of the GameObject based on microphone signal amplitude");
isRunning = true;
}
private void Update()
{
CheckForErrorOnCall(MicStream.MicSetGain(InputGain));
if (Input.GetKeyDown(KeyCode.Q))
{
CheckForErrorOnCall(MicStream.MicStartStream(KeepAllData, false));
}
else if (Input.GetKeyDown(KeyCode.W))
{
CheckForErrorOnCall(MicStream.MicStopStream());
}
else if (Input.GetKeyDown(KeyCode.A))
{
CheckForErrorOnCall(MicStream.MicStartRecording(SaveFileName, false));
}
else if (Input.GetKeyDown(KeyCode.S))
{
string outputPath = MicStream.MicStopRecording();
Debug.Log("Saved microphone audio to " + outputPath);
CheckForErrorOnCall(MicStream.MicStopStream());
}
gameObject.transform.localScale = new Vector3(minObjectScale + averageAmplitude, minObjectScale + averageAmplitude, minObjectScale + averageAmplitude);
}
private void OnApplicationPause(bool pause)
{
IsRunning = !pause;
}
private void OnDisable()
{
IsRunning = false;
}
private void OnDestroy()
{
CheckForErrorOnCall(MicStream.MicDestroy());
}
#if !UNITY_EDITOR
private void OnApplicationFocus(bool focused)
{
IsRunning = focused;
}
#endif
#endregion
private static void CheckForErrorOnCall(int returnCode)
{
MicStream.CheckForErrorOnCall(returnCode);
}
public void Enable()
{
IsRunning = true;
}
public void Disable()
{
IsRunning = false;
}
}
}