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using UdonSharp;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon;
|
||||
|
||||
public class HudHandler : UdonSharpBehaviour
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{
|
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[Header("Notification Settings")]
|
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public bool ShowJoinNotifications = true;
|
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public bool ShowLeaveNotifications = true;
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[Space(30)]
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[Header("Icon Settings")]
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public Sprite JoinSprite;
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public Sprite LeaveSprite;
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[Header("Audio Settings")]
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public AudioClip JoinAudio;
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public AudioClip LeaveAudio;
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[Space(30)]
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//Don't touch these.
|
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[HideInInspector] public Text HUDJoinMessageText;
|
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[HideInInspector] public Text HUDInfoText;
|
||||
[HideInInspector] public Animator LocalAnimator;
|
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[HideInInspector] public AudioSource NotificationJoinAudio;
|
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[HideInInspector] public AudioSource NotificationLeaveAudio;
|
||||
[HideInInspector] public Image MainImage;
|
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[HideInInspector] public Image Background;
|
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[HideInInspector] public VRCPlayerApi.TrackingDataType trackingTarget;
|
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|
||||
VRCPlayerApi playerApi;
|
||||
bool isInEditor;
|
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||||
private void LateUpdate()
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{
|
||||
if (isInEditor)
|
||||
return;
|
||||
|
||||
VRCPlayerApi.TrackingData trackingData = playerApi.GetTrackingData(trackingTarget);
|
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transform.SetPositionAndRotation(trackingData.position, trackingData.rotation);
|
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}
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public void Start()
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{
|
||||
//Check for EditorMode
|
||||
playerApi = Networking.LocalPlayer;
|
||||
isInEditor = playerApi == null;
|
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|
||||
//Set up Audio
|
||||
NotificationJoinAudio.clip = JoinAudio;
|
||||
NotificationLeaveAudio.clip = LeaveAudio;
|
||||
}
|
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public void SetLeave()
|
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{
|
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MainImage.sprite = LeaveSprite;
|
||||
Background.sprite = LeaveSprite;
|
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HUDInfoText.text = "Player Left";
|
||||
}
|
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|
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public void SetJoin()
|
||||
{
|
||||
MainImage.sprite = JoinSprite;
|
||||
Background.sprite = JoinSprite;
|
||||
HUDInfoText.text = "Player Joined";
|
||||
}
|
||||
|
||||
public override void OnPlayerJoined(VRCPlayerApi player)
|
||||
{
|
||||
if ((!player.isLocal) && ShowJoinNotifications)
|
||||
{
|
||||
SetJoin();
|
||||
HUDJoinMessageText.text = player.displayName + " Joined";
|
||||
LocalAnimator.SetTrigger("PlayJoinMessage");
|
||||
NotificationJoinAudio.Play();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlayerLeft(VRCPlayerApi player)
|
||||
{
|
||||
if (ShowLeaveNotifications)
|
||||
{
|
||||
SetLeave();
|
||||
HUDJoinMessageText.text = player.displayName + " Left";
|
||||
LocalAnimator.SetTrigger("PlayJoinMessage");
|
||||
NotificationLeaveAudio.Play();
|
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}
|
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}
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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{
|
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v2f OUT;
|
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
|
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
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#endif
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|
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clip(color.a - 0.001);
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#endif
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return color;
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}
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# Udon AudioLink
|
||||
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## A repository of audio reactive prefabs for VRChat, written in UdonSharp
|
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AudioLink is a system that analyzes and processes in-world audio into many different highly reactive data streams and exposes the data to VRChat Udon, world shaders, and avatar shaders.
|
||||
|
||||
The per-frequency audio amplitude data is first read briefly into Udon using Unity's GetOutputData. It is then sent to the GPU for signal processing and buffered into a CustomRenderTexture. Then, the CustomRenderTexture is broadcast globally (called `_AudioTexture`) which can be picked up by shaders both in-world and across all avatars.
|
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|
||||
### [Public example world](https://vrchat.com/home/launch?worldId=wrld_8554f998-d256-44b2-b16f-74aa32aac214)
|
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### [Documentation for shader creators](https://github.com/llealloo/vrc-udon-audio-link/tree/master/Docs)
|
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|
||||
## 0.2.7 - December 1st, 2021
|
||||
### New features
|
||||
- Make AudioLink framerate-invariant, instead of assuming a specific framerate. Features that rely on timing have been updated to reflect this change.
|
||||
- Add helper functions `AudioLinkGetChronoTime`, `AudioLinkGetChronoTimeNormalized`, `AudioLinkGetChronoTimeInterval` to more easily sample chronotensity values. `AudioLinkGetChronoTime(index, band)` functions as a more-or-less drop-in replacement for `_Time.y`.
|
||||
- Move `ALPASS_CCCOLORS` section from `(24,22)` to `(25,22)` to avoid confusion. Code that uses the define should continue to work fine.
|
||||
### Bugfixes
|
||||
- Fix a nasty bug where mirrors would sometimes causing AudioLink to stop functioning when observed from specific angles.
|
||||
- Fix erroneous timing code for filtered VU and ColorChord.
|
||||
- Fix some issues in the documentation.
|
||||
- Version number was wrong last release. It is fixed now.
|
||||
|
||||
## Updating from version 2.6 or lower? (...first time setup? please see next section)
|
||||
1. Take note of which AudioSource you are using to feed AudioLink, this reference may be lost during upgrade.
|
||||
2. Install the latest VRChat SDK3 and UdonSharp (following their directions)
|
||||
3. Close unity
|
||||
4. With Windows explorer (NOT within Unity), remove the following files & folders:
|
||||
- AudioLink (folder)
|
||||
- AudioLink.meta
|
||||
5. Reopen unity
|
||||
6. Download and install the [latest AudioLink release](https://github.com/llealloo/vrc-udon-audio-link/releases/latest)
|
||||
7. In scene(s) containing old versions of AudioLink:
|
||||
1. Delete both AudioLink and AudioLinkController prefabs from the scene
|
||||
2. Re-add AudioLink and AudioLinkController to the scene by dragging the prefabs from the AudioLink folder in projects *(world creators only)*
|
||||
3. Click the "Link all sound reactive objects to this AudioLink" button on AudioLink inspector panel *(world creators only)*
|
||||
4. Drag the AudioSource you were using previously into the AudioLink audio source parameter
|
||||
- NOTE: If you previously used AudioLinkInput, you are welcome to continue doing so, however now in 2.5+ AudioLink is much smarter about inputs. Try dragging it straight into the AudioLink / audio source parameter!
|
||||
7. If using AudioReactiveObject or AudioReactiveLight components, you will need to manually re-enable the "Audio Data" under AudioLink "experimental" settings. This feature is now considered experimental until VRChat *maybe* gives us native asynchronous readback.
|
||||
|
||||
## First time setup
|
||||
|
||||
### Requirements
|
||||
- [VRChat SDK3](https://vrchat.com/home/download) for worlds (Udon)
|
||||
- [UdonSharp](https://github.com/MerlinVR/UdonSharp/releases/latest)
|
||||
- [CyanEmu](https://github.com/CyanLaser/CyanEmu/releases/latest) (optional but highly recommended)
|
||||
- The latest release: https://github.com/llealloo/vrc-udon-audio-link/releases/latest
|
||||
|
||||
### Installation
|
||||
1. Install VRChat SDK3, UdonSharp, CyanEmu, and the latest release of AudioLInk
|
||||
2. Have a look at the example scene, "AudioLink_ExampleScene". It contains a lot of visual documentation of what is going on and includes several example setups. Or cut to the chase:
|
||||
|
||||
### Getting started
|
||||
1. Drag AudioLink into scene
|
||||
2. Link audio source by dragging the AudioSource gameobject into AudioLink's audio source parameter
|
||||
3. Drag AudioLinkController into scene and drag AudioLink into the controller's "Audio Link" parameter.
|
||||
4. Click the "Link all sound reactive objects..." button to link everything up.
|
||||
|
||||
### Installing to test Avatar projects
|
||||
1. Import AudioLink into your avatar project
|
||||
- **NOTE**: Do _not_ install UdonSharp, CyanEmu or any other tools meant for worlds into your project. When testing avatars, you should import _only_ the AudioLink package, and none of its usual dependencies.
|
||||
2. Drag AudioLinkAvatar prefab into scene with your avatar
|
||||
3. Add your favorite music track to test with to your project
|
||||
4. Drag your music track from the Project panel into the Hierarchy to create a new AudioSource GameObject
|
||||
5. Drag the AudioSource object that was created in the Hierarchy into AudioLinkAvatar/audioSource parameter
|
||||
6. Adjust the Gain/Bass/Treble settings on AudioLinkAvatar if necessary
|
||||
7. Hit play!
|
||||
|
||||
## Compatible tools / assets
|
||||
- [Silent Cel Shading Shader](https://gitlab.com/s-ilent/SCSS) by Silent
|
||||
- [Mochies Unity Shaders](https://github.com/MochiesCode/Mochies-Unity-Shaders/releases) by Mochie
|
||||
- [Fire Lite](https://discord.gg/24W435s) by Rollthered
|
||||
- [VR Stage Lighting](https://github.com/AcChosen/VR-Stage-Lighting) by AcChosen
|
||||
- [Poiyomi Shader](https://poiyomi.com/) by Poiyomi
|
||||
- [orels1 AudioLink Shader](https://github.com/orels1/orels1-AudioLink-Shader) by orels1
|
||||
- [VRC Things](https://github.com/PiMaker/VRChatUnityThings) by \_pi\_
|
||||
|
||||
## Thank you
|
||||
- phosphenolic for the math wizardry, conceptual programming, debugging, design help and emotional support!!!
|
||||
- cnlohr for the help with the new DFT spectrogram and helping to port AudioLink to 100% shader code
|
||||
- lox9973 for autocorrelator functionality and the inspirational & tangential math help with signal processing
|
||||
- Texelsaur for the AudioLinkMiniPlayer and support!
|
||||
- Pema for the help with strengthening the codebase and inspiration!
|
||||
- Merlin for making UdonSharp and offering many many pointers along the way. Thank you Merlin!
|
||||
- Orels1 for all of the great help with MaterialPropertyBlocks & shaders and the auto configurator script for easy AV3 local testing
|
||||
- Xiexe for the help developing and testing
|
||||
- Thryrallo for the help setting up local AV3 testing functionality
|
||||
- CyanLaser for making CyanEmu
|
||||
- Lyuma for helping in many ways and being super nice!
|
||||
- ACIIL for the named texture check in AudioLink.cginc
|
||||
- fuopy for being awesome and reflecting great vibes back into this project
|
||||
- Colonel Cthulu for incepting the idea to make the audio data visible to avatars
|
||||
- jackiepi for math wizardry, emotional support and inspiration
|
||||
- Barry, OM3, GRIMECRAFT for stoking my fire!
|
||||
- Lamp for the awesome example music and inspiration. Follow them!! https://soundcloud.com/lampdx
|
||||
- Shelter, Loner, Rizumu, and all of the other dance communities in VRChat for making this
|
||||
|
||||
## Developer Notes
|
||||
|
||||
### `reup.bat` for auto syncing a developer branch
|
||||
|
||||
First, fork vrc-udon-audio-link into your personal github account using the github GUI, then make a new unity project called `AudioLinkWork` then, check out your copy of of vrc-udon-audio-link, and move its contents, `.git` included into the `Assets` folder of the project you made. Once done, place the following .bat file in that Assets folder.
|
||||
|
||||
I recommend executing this following `reup.bat` from the command line to address merge conflicts and other errors.
|
||||
|
||||
```bat
|
||||
rem be sure you're on the `dev` branch!
|
||||
git remote set-url origin https://github.com/llealloo/vrc-udon-audio-link
|
||||
git pull
|
||||
git remote set-url origin https://github.com/YOUR_GITHUB_USERNAME_HERE/vrc-udon-audio-link
|
||||
```
|
||||
|
||||
### Version update processes
|
||||
|
||||
* Update readme in both places (root and AudioLink folder)
|
||||
* Check section on how to update
|
||||
* Copy over changelog for the new version to readme
|
||||
* Update documentation where necessary
|
||||
* Update changelog
|
||||
* Bump version number in AudioLink.cs
|
||||
* Clean up assets in wrong folders
|
||||
* Test with latest U#
|
||||
* Make release GitHub release with new relevant changelog attached
|
||||
* Update the live world
|
7
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- updateZoneCenter: {x: 64, y: 62, z: 0.5}
|
||||
updateZoneSize: {x: 128, y: 4, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 2
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 6, y: 41, z: 0.5}
|
||||
updateZoneSize: {x: 12, y: 2, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 3
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 24, y: 41, z: 0.5}
|
||||
updateZoneSize: {x: 24, y: 2, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 4
|
||||
needSwap: 1
|
||||
- updateZoneCenter: {x: 64, y: 36, z: 0.5}
|
||||
updateZoneSize: {x: 128, y: 1, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 5
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 64, y: 39, z: 0.5}
|
||||
updateZoneSize: {x: 128, y: 1, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 6
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 64, y: 38, z: 0.5}
|
||||
updateZoneSize: {x: 128, y: 2, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 7
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 12, y: 34, z: 0.5}
|
||||
updateZoneSize: {x: 24, y: 4, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 8
|
||||
needSwap: 0
|
||||
- updateZoneCenter: {x: 32, y: 34, z: 0.5}
|
||||
updateZoneSize: {x: 16, y: 4, z: 1}
|
||||
rotation: 0
|
||||
passIndex: 9
|
||||
needSwap: 0
|
||||
m_UpdatePeriod: 0
|
||||
m_ShaderPass: 0
|
||||
m_CubemapFaceMask: 4294967295
|
||||
m_DoubleBuffered: 1
|
||||
m_WrapUpdateZones: 0
|
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Reference in New Issue
Block a user