// Map of where features in AudioLink are. #define ALPASS_DFT uint2(0,4) //Size: 128, 2 #define ALPASS_WAVEFORM uint2(0,6) //Size: 128, 16 #define ALPASS_AUDIOLINK uint2(0,0) //Size: 128, 4 #define ALPASS_AUDIOBASS uint2(0,0) //Size: 128, 1 #define ALPASS_AUDIOLOWMIDS uint2(0,1) //Size: 128, 1 #define ALPASS_AUDIOHIGHMIDS uint2(0,2) //Size: 128, 1 #define ALPASS_AUDIOTREBLE uint2(0,3) //Size: 128, 1 #define ALPASS_AUDIOLINKHISTORY uint2(1,0) //Size: 127, 4 #define ALPASS_GENERALVU uint2(0,22) //Size: 12, 1 #define ALPASS_GENERALVU_INSTANCE_TIME uint2(2,22) #define ALPASS_GENERALVU_LOCAL_TIME uint2(3,22) #define ALPASS_GENERALVU_NETWORK_TIME uint2(4,22) #define ALPASS_GENERALVU_PLAYERINFO uint2(6,22) #define ALPASS_THEME_COLOR0 uint2(0,23) #define ALPASS_THEME_COLOR1 uint2(1,23) #define ALPASS_THEME_COLOR2 uint2(2,23) #define ALPASS_THEME_COLOR3 uint2(3,23) #define ALPASS_CCINTERNAL uint2(12,22) //Size: 12, 2 #define ALPASS_CCCOLORS uint2(25,22) //Size: 12, 1 (Note Color #0 is always black, Colors start at 1) #define ALPASS_CCSTRIP uint2(0,24) //Size: 128, 1 #define ALPASS_CCLIGHTS uint2(0,25) //Size: 128, 2 #define ALPASS_AUTOCORRELATOR uint2(0,27) //Size: 128, 1 #define ALPASS_FILTEREDAUDIOLINK uint2(0,28) //Size: 16, 4 #define ALPASS_CHRONOTENSITY uint2(16,28) //Size: 8, 4 #define ALPASS_FILTEREDVU uint2(24,28) //Size: 4, 4 #define ALPASS_FILTEREDVU_INTENSITY uint2(24,28) //Size: 4, 1 #define ALPASS_FILTEREDVU_MARKER uint2(24,29) //Size: 4, 1 // Some basic constants to use (Note, these should be compatible with // future version of AudioLink, but may change. #define AUDIOLINK_SAMPHIST 3069 // Internal use for algos, do not change. #define AUDIOLINK_SAMPLEDATA24 2046 #define AUDIOLINK_EXPBINS 24 #define AUDIOLINK_EXPOCT 10 #define AUDIOLINK_ETOTALBINS (AUDIOLINK_EXPBINS * AUDIOLINK_EXPOCT) #define AUDIOLINK_WIDTH 128 #define AUDIOLINK_SPS 48000 // Samples per second #define AUDIOLINK_ROOTNOTE 0 #define AUDIOLINK_4BAND_FREQFLOOR 0.123 #define AUDIOLINK_4BAND_FREQCEILING 1 #define AUDIOLINK_BOTTOM_FREQUENCY 13.75 #define AUDIOLINK_BASE_AMPLITUDE 2.5 #define AUDIOLINK_DELAY_COEFFICIENT_MIN 0.3 #define AUDIOLINK_DELAY_COEFFICIENT_MAX 0.9 #define AUDIOLINK_DFT_Q 4.0 #define AUDIOLINK_TREBLE_CORRECTION 5.0 #define AUDIOLINK_4BAND_TARGET_RATE 90.0 // ColorChord constants #define COLORCHORD_EMAXBIN 192 #define COLORCHORD_NOTE_CLOSEST 3.0 #define COLORCHORD_NEW_NOTE_GAIN 8.0 #define COLORCHORD_MAX_NOTES 10 // We use glsl_mod for most calculations because it behaves better // on negative numbers, and in some situations actually outperforms // HLSL's modf(). #ifndef glsl_mod #define glsl_mod(x,y) (((x)-(y)*floor((x)/(y)))) #endif uniform float4 _AudioTexture_TexelSize; #ifdef SHADER_TARGET_SURFACE_ANALYSIS #define AUDIOLINK_STANDARD_INDEXING #endif // Mechanism to index into texture. #ifdef AUDIOLINK_STANDARD_INDEXING sampler2D _AudioTexture; #define AudioLinkData(xycoord) tex2Dlod(_AudioTexture, float4(uint2(xycoord) * _AudioTexture_TexelSize.xy, 0, 0)) #else uniform Texture2D _AudioTexture; #define AudioLinkData(xycoord) _AudioTexture[uint2(xycoord)] #endif // Convenient mechanism to read from the AudioLink texture that handles reading off the end of one line and onto the next above it. float4 AudioLinkDataMultiline(uint2 xycoord) { return AudioLinkData(uint2(xycoord.x % AUDIOLINK_WIDTH, xycoord.y + xycoord.x/AUDIOLINK_WIDTH)); } // Mechanism to sample between two adjacent pixels and lerp between them, like "linear" supesampling float4 AudioLinkLerp(float2 xy) { return lerp( AudioLinkData(xy), AudioLinkData(xy+int2(1,0)), frac( xy.x ) ); } // Same as AudioLinkLerp but properly handles multiline reading. float4 AudioLinkLerpMultiline(float2 xy) { return lerp(AudioLinkDataMultiline(xy), AudioLinkDataMultiline(xy+float2(1,0)), frac(xy.x)); } //Tests to see if Audio Link texture is available bool AudioLinkIsAvailable() { #if !defined(AUDIOLINK_STANDARD_INDEXING) int width, height; _AudioTexture.GetDimensions(width, height); return width > 16; #else return _AudioTexture_TexelSize.z > 16; #endif } //Get version of audiolink present in the world, 0 if no audiolink is present float AudioLinkGetVersion() { int2 dims; #if !defined(AUDIOLINK_STANDARD_INDEXING) _AudioTexture.GetDimensions(dims.x, dims.y); #else dims = _AudioTexture_TexelSize.zw; #endif if (dims.x >= 128) return AudioLinkData(ALPASS_GENERALVU).x; else if (dims.x > 16) return 1; else return 0; } // This pulls data from this texture. #define AudioLinkGetSelfPixelData(xy) _SelfTexture2D[xy] // Extra utility functions for time. uint AudioLinkDecodeDataAsUInt(uint2 indexloc) { uint4 rpx = AudioLinkData(indexloc); return rpx.r + rpx.g*1024 + rpx.b * 1048576 + rpx.a * 1073741824; } //Note: This will truncate time to every 134,217.728 seconds (~1.5 days of an instance being up) to prevent floating point aliasing. // if your code will alias sooner, you will need to use a different function. It should be safe to use this on all times. float AudioLinkDecodeDataAsSeconds(uint2 indexloc) { uint time = AudioLinkDecodeDataAsUInt(indexloc) & 0x7ffffff; //Can't just divide by float. Bug in Unity's HLSL compiler. return float(time / 1000) + float( time % 1000 ) / 1000.; } #define ALDecodeDataAsSeconds( x ) AudioLinkDecodeDataAsSeconds( x ) #define ALDecodeDataAsUInt( x ) AudioLinkDecodeDataAsUInt( x ) float AudioLinkRemap(float t, float a, float b, float u, float v) { return ((t-a) / (b-a)) * (v-u) + u; } float3 AudioLinkHSVtoRGB(float3 HSV) { float3 RGB = 0; float C = HSV.z * HSV.y; float H = HSV.x * 6; float X = C * (1 - abs(fmod(H, 2) - 1)); if (HSV.y != 0) { float I = floor(H); if (I == 0) { RGB = float3(C, X, 0); } else if (I == 1) { RGB = float3(X, C, 0); } else if (I == 2) { RGB = float3(0, C, X); } else if (I == 3) { RGB = float3(0, X, C); } else if (I == 4) { RGB = float3(X, 0, C); } else { RGB = float3(C, 0, X); } } float M = HSV.z - C; return RGB + M; } float3 AudioLinkCCtoRGB(float bin, float intensity, int rootNote) { float note = bin / AUDIOLINK_EXPBINS; float hue = 0.0; note *= 12.0; note = glsl_mod(4. - note + rootNote, 12.0); { if(note < 4.0) { //Needs to be YELLOW->RED hue = (note) / 24.0; } else if(note < 8.0) { // [4] [8] //Needs to be RED->BLUE hue = (note-2.0) / 12.0; } else { // [8] [12] //Needs to be BLUE->YELLOW hue = (note - 4.0) / 8.0; } } float val = intensity - 0.1; return AudioLinkHSVtoRGB(float3(fmod(hue, 1.0), 1.0, clamp(val, 0.0, 1.0))); } // Sample the amplitude of a given frequency in the DFT, supports frequencies in [13.75; 14080]. float4 AudioLinkGetAmplitudeAtFrequency(float hertz) { float note = AUDIOLINK_EXPBINS * log2(hertz / AUDIOLINK_BOTTOM_FREQUENCY); return AudioLinkLerpMultiline(ALPASS_DFT + float2(note, 0)); } // Sample the amplitude of a given semitone in an octave. Octave is in [0; 9] while note is [0; 11]. float AudioLinkGetAmplitudeAtNote(float octave, float note) { float quarter = note * 2.0; return AudioLinkLerpMultiline(ALPASS_DFT + float2(octave * AUDIOLINK_EXPBINS + quarter, 0)); } // Get a reasonable drop-in replacement time value for _Time.y with the // given chronotensity index [0; 7] and AudioLink band [0; 3]. float AudioLinkGetChronoTime(uint index, uint band) { return (AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(index, band))) / 100000.0; } // Get a chronotensity value in the interval [0; 1], modulated by the speed input, // with the given chronotensity index [0; 7] and AudioLink band [0; 3]. float AudioLinkGetChronoTimeNormalized(uint index, uint band, float speed) { return frac(AudioLinkGetChronoTime(index, band) * speed); } // Get a chronotensity value in the interval [0; interval], modulated by the speed input, // with the given chronotensity index [0; 7] and AudioLink band [0; 3]. float AudioLinkGetChronoTimeInterval(uint index, uint band, float speed, float interval) { return AudioLinkGetChronoTimeNormalized(index, band, speed) * interval; }