98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
187 lines
5.9 KiB
C#
187 lines
5.9 KiB
C#
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// Copyright (c) 2012 Calvin Rien
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// http://the.darktable.com
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//
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// This software is provided 'as-is', without any express or implied warranty. In
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// no event will the authors be held liable for any damages arising from the use
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// of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not claim
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// that you wrote the original software. If you use this software in a product,
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// an acknowledgment in the product documentation would be appreciated but is not
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// required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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// =============================================================================
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//
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// derived from Gregorio Zanon's script
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// http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734
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//
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// Fork by R-WebsterNoble
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// Optimized! Now 20 times quicker
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// Easy to get byte[] instead of saving file
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// Note: GetWav() with trimming returns the full buffer with a load of zeros on the end.
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// Use the length out parameter to know where the data stops.
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//
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// RHeavenStudio
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// modified to use temporary cache path instead of persistent data path
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using System;
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using System.IO;
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using System.Text;
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using UnityEngine;
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public static class SavWav
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{
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private const uint HeaderSize = 44;
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private const float RescaleFactor = 32767; //to convert float to Int16
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public static void Save(string filename, AudioClip clip, bool trim = false)
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{
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if (!filename.ToLower().EndsWith(".wav"))
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{
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filename += ".wav";
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}
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var filepath = Path.Combine(Application.temporaryCachePath, filename);
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// Make sure directory exists if user is saving to sub dir.
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if (!Directory.Exists(Path.GetDirectoryName(filepath)))
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{
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Directory.CreateDirectory(Path.GetDirectoryName(filepath));
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}
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using (var fileStream = new FileStream(filepath, FileMode.Create))
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using (var writer = new BinaryWriter(fileStream))
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{
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var wav = GetWav(clip, out var length, trim);
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writer.Write(wav, 0, (int)length);
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}
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}
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public static byte[] GetWav(AudioClip clip, out uint length, bool trim = false)
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{
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var data = ConvertAndWrite(clip, out length, out var samples, trim);
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WriteHeader(data, clip, length, samples);
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return data;
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}
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private static byte[] ConvertAndWrite(AudioClip clip, out uint length, out uint samplesAfterTrimming, bool trim)
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{
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var samples = new float[clip.samples * clip.channels];
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clip.GetData(samples, 0);
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var sampleCount = samples.Length;
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var start = 0;
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var end = sampleCount - 1;
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if (trim)
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{
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for (var i = 0; i < sampleCount; i++)
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{
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if ((short)(samples[i] * RescaleFactor) == 0)
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continue;
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start = i;
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break;
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}
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for (var i = sampleCount -1; i >= 0; i--)
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{
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if ((short)(samples[i] * RescaleFactor) == 0)
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continue;
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end = i;
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break;
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}
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}
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var buffer = new byte[(sampleCount * 2) + HeaderSize];
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var p = HeaderSize;
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for (var i = start; i <= end; i++)
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{
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var value = (short) (samples[i] * RescaleFactor);
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buffer[p++] = (byte) (value >> 0);
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buffer[p++] = (byte) (value >> 8);
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}
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length = p;
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samplesAfterTrimming = (uint) (end - start + 1);
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return buffer;
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}
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private static void AddDataToBuffer(byte[] buffer, ref uint offset, byte[] addBytes)
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{
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foreach (var b in addBytes)
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{
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buffer[offset++] = b;
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}
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}
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private static void WriteHeader(byte[] stream, AudioClip clip, uint length, uint samples)
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{
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var hz = (uint)clip.frequency;
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var channels = (ushort)clip.channels;
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var offset = 0u;
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var riff = Encoding.UTF8.GetBytes("RIFF");
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AddDataToBuffer(stream, ref offset, riff);
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var chunkSize = BitConverter.GetBytes(length - 8);
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AddDataToBuffer(stream, ref offset, chunkSize);
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var wave = Encoding.UTF8.GetBytes("WAVE");
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AddDataToBuffer(stream, ref offset, wave);
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var fmt = Encoding.UTF8.GetBytes("fmt ");
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AddDataToBuffer(stream, ref offset, fmt);
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var subChunk1 = BitConverter.GetBytes(16u);
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AddDataToBuffer(stream, ref offset, subChunk1);
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const ushort two = 2;
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const ushort one = 1;
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var audioFormat = BitConverter.GetBytes(one);
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AddDataToBuffer(stream, ref offset, audioFormat);
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var numChannels = BitConverter.GetBytes(channels);
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AddDataToBuffer(stream, ref offset, numChannels);
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var sampleRate = BitConverter.GetBytes(hz);
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AddDataToBuffer(stream, ref offset, sampleRate);
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var byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
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AddDataToBuffer(stream, ref offset, byteRate);
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var blockAlign = (ushort)(channels * 2);
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AddDataToBuffer(stream, ref offset, BitConverter.GetBytes(blockAlign));
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ushort bps = 16;
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var bitsPerSample = BitConverter.GetBytes(bps);
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AddDataToBuffer(stream, ref offset, bitsPerSample);
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var dataString = Encoding.UTF8.GetBytes("data");
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AddDataToBuffer(stream, ref offset, dataString);
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var subChunk2 = BitConverter.GetBytes(samples * 2);
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AddDataToBuffer(stream, ref offset, subChunk2);
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}
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} |