HeavenStudioPlus/Assets/Scripts/Util/SavWav.cs

189 lines
5.9 KiB
C#
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Title Screen (#454) * 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>
2023-12-26 05:22:51 +00:00
// Copyright (c) 2012 Calvin Rien
// http://the.darktable.com
//
// This software is provided 'as-is', without any express or implied warranty. In
// no event will the authors be held liable for any damages arising from the use
// of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not claim
// that you wrote the original software. If you use this software in a product,
// an acknowledgment in the product documentation would be appreciated but is not
// required.
//
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
// =============================================================================
//
// derived from Gregorio Zanon's script
// http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734
//
// Fork by R-WebsterNoble
// Optimized! Now 20 times quicker
// Easy to get byte[] instead of saving file
// Note: GetWav() with trimming returns the full buffer with a load of zeros on the end.
// Use the length out parameter to know where the data stops.
//
// RHeavenStudio
// modified to use temporary cache path instead of persistent data path
using System;
using System.IO;
using System.Text;
using UnityEngine;
public static class SavWav
{
private const uint HeaderSize = 44;
private const float RescaleFactor = 32767; //to convert float to Int16
public static void Save(string filename, AudioClip clip, bool trim = false)
{
if (!filename.ToLower().EndsWith(".wav"))
{
filename += ".wav";
}
var filepath = Path.Combine(Application.temporaryCachePath, filename);
// Make sure directory exists if user is saving to sub dir.
if (!Directory.Exists(Path.GetDirectoryName(filepath)))
{
Directory.CreateDirectory(Path.GetDirectoryName(filepath));
}
using (var fileStream = new FileStream(filepath, FileMode.Create))
using (var writer = new BinaryWriter(fileStream))
{
var wav = GetWav(clip, out var length, trim);
writer.Write(wav, 0, (int)length);
fileStream.Close();
fileStream.Dispose();
Title Screen (#454) * 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>
2023-12-26 05:22:51 +00:00
}
}
public static byte[] GetWav(AudioClip clip, out uint length, bool trim = false)
{
var data = ConvertAndWrite(clip, out length, out var samples, trim);
WriteHeader(data, clip, length, samples);
return data;
}
private static byte[] ConvertAndWrite(AudioClip clip, out uint length, out uint samplesAfterTrimming, bool trim)
{
var samples = new float[clip.samples * clip.channels];
clip.GetData(samples, 0);
var sampleCount = samples.Length;
var start = 0;
var end = sampleCount - 1;
if (trim)
{
for (var i = 0; i < sampleCount; i++)
{
if ((short)(samples[i] * RescaleFactor) == 0)
continue;
start = i;
break;
}
for (var i = sampleCount -1; i >= 0; i--)
{
if ((short)(samples[i] * RescaleFactor) == 0)
continue;
end = i;
break;
}
}
var buffer = new byte[(sampleCount * 2) + HeaderSize];
var p = HeaderSize;
for (var i = start; i <= end; i++)
{
var value = (short) (samples[i] * RescaleFactor);
buffer[p++] = (byte) (value >> 0);
buffer[p++] = (byte) (value >> 8);
}
length = p;
samplesAfterTrimming = (uint) (end - start + 1);
return buffer;
}
private static void AddDataToBuffer(byte[] buffer, ref uint offset, byte[] addBytes)
{
foreach (var b in addBytes)
{
buffer[offset++] = b;
}
}
private static void WriteHeader(byte[] stream, AudioClip clip, uint length, uint samples)
{
var hz = (uint)clip.frequency;
var channels = (ushort)clip.channels;
var offset = 0u;
var riff = Encoding.UTF8.GetBytes("RIFF");
AddDataToBuffer(stream, ref offset, riff);
var chunkSize = BitConverter.GetBytes(length - 8);
AddDataToBuffer(stream, ref offset, chunkSize);
var wave = Encoding.UTF8.GetBytes("WAVE");
AddDataToBuffer(stream, ref offset, wave);
var fmt = Encoding.UTF8.GetBytes("fmt ");
AddDataToBuffer(stream, ref offset, fmt);
var subChunk1 = BitConverter.GetBytes(16u);
AddDataToBuffer(stream, ref offset, subChunk1);
const ushort two = 2;
const ushort one = 1;
var audioFormat = BitConverter.GetBytes(one);
AddDataToBuffer(stream, ref offset, audioFormat);
var numChannels = BitConverter.GetBytes(channels);
AddDataToBuffer(stream, ref offset, numChannels);
var sampleRate = BitConverter.GetBytes(hz);
AddDataToBuffer(stream, ref offset, sampleRate);
var byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
AddDataToBuffer(stream, ref offset, byteRate);
var blockAlign = (ushort)(channels * 2);
AddDataToBuffer(stream, ref offset, BitConverter.GetBytes(blockAlign));
ushort bps = 16;
var bitsPerSample = BitConverter.GetBytes(bps);
AddDataToBuffer(stream, ref offset, bitsPerSample);
var dataString = Encoding.UTF8.GetBytes("data");
AddDataToBuffer(stream, ref offset, dataString);
var subChunk2 = BitConverter.GetBytes(samples * 2);
AddDataToBuffer(stream, ref offset, subChunk2);
}
}