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LiveInputFFTAnalysis.cs
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LiveInputFFTAnalysis.cs
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using UnityEngine;
using System.Collections;
public class FFT : MonoBehaviour
{
#region vars
public string CurrentAudioInput;
private AudioObj[] audioObj = new AudioObj[2];
private const int BANDS = 4;
//public float[] curve = new float[BANDS]; //scale output of band analysis
public float[] output = new float[BANDS];
public string[] inputDevices;
private int[] crossovers = new int[BANDS];
private float[] freqData = new float[8192];
private float[] band;
public GameObject playerPrefab;
private int index = 0;
public static FFT Instance;
private bool doSound = true;
private int deviceNum;
private struct AudioObj
{
public GameObject player;
public AudioClip clip;
public void SetClip (AudioClip c)
{
clip = c;
player.audio.clip = c;
/*
slowing the playback down a small amount allows enough space between
recording and output so that analysis does not overtake the recording.
this helps with stutter and distortion, but doesn't solve it completely
*/
player.audio.pitch = .95f;
}
}
#endregion
#region Unity Methods
void Start ()
{
Instance = this;
crossovers [0] = 30; //guesstimating sample lengths for frequency bands
crossovers [1] = 50;
crossovers [2] = 600;
crossovers [3] = freqData.Length;
band = new float[BANDS];
output = new float[BANDS];
for (int i = 0; i < audioObj.Length; i++) {
audioObj [i].player = (GameObject)Instantiate (playerPrefab);
audioObj [i].player.transform.parent = transform;
audioObj [i].player.transform.position = Vector3.zero;
audioObj [i].clip = new AudioClip ();
}
inputDevices = new string[Microphone.devices.Length];
deviceNum = Microphone.devices.Length - 1;
for (int i = 0; i < Microphone.devices.Length; i++) {
inputDevices [i] = Microphone.devices [i].ToString ();
}
CurrentAudioInput = Microphone.devices [deviceNum].ToString ();
InvokeRepeating ("Check", 0, 1.0f / 15.0f);
StartCoroutine (StartRecord ());
}
void Update ()
{
KeyInput ();
}
#endregion
#region Actions
private void Check ()
{
if (!doSound) {
return;
}
audioObj [index].player.audio.GetSpectrumData (freqData, 0, FFTWindow.Hamming);
bool cutoff = false;
int k = 0;
float[] lengths = new float[BANDS];
for (int i = 0; i < BANDS; i++) {
float min = (i > 0 ? crossovers [i - 1] : 0);
lengths [i] = crossovers [i] - min;
band [i] = 0f;
}
for (int i = 0; i < freqData.Length; i++) {
if (k > BANDS - 1) {
break;
}
band [k] += freqData [i];
if (i > crossovers [k]) {
output [k] = Mathf.Abs (band [k] / lengths [k]);
k++;
}
if (i > crossovers [BANDS - 1] - 10) {
cutoff = true;
}
}
}
private IEnumerator StartRecord ()
{
audioObj [index].clip = Microphone.Start (Microphone.devices [deviceNum], true, 5, 24000);
/*
the longer the mic recording time, the less often there are "hiccups" in game performance
but also due to being pitched down, the playback gradually falls farther behind the recording
*/
print ("recording to audioObj " + index);
StartCoroutine (StartPlay (audioObj [index].clip));
yield return new WaitForSeconds (5);
StartCoroutine (StartRecord ()); //swaps audio buffers, begins recording and playback of new buffer
/* it is necessary to swap buffers, otherwise the audioclip quickly becomes too large and begins to slow down the system */
}
private IEnumerator StartPlay (AudioClip buffer)
{
audioObj [index].SetClip (buffer);
yield return new WaitForSeconds (.01f);
audioObj [index].player.SetActive (true);
audioObj [index].player.audio.Play ();
audioObj [Mathf.Abs ((index % 2) - 1)].player.audio.Stop ();
index++;
if (index > 1) {
index = 0;
}
}
private void KeyInput ()
{
if (Input.GetKeyDown (KeyCode.A)) {
doSound = !doSound;
}
if (Input.GetKeyDown (KeyCode.Equals)) {
deviceNum++;
if (deviceNum > Microphone.devices.Length - 1) {
deviceNum = 0;
}
CurrentAudioInput = Microphone.devices [deviceNum].ToString ();
}
}
#endregion
}