我已将我在c ++中的本机代码导出到dll中并将其导入到c#脚本中。 C ++代码从wav文件中再现音乐。在团结的场景中,我有一个可以按箭头键旋转的人头。我想要做的是同步两种方法。我想在旋转头部的同时重现音乐,因为将来音乐会根据头部旋转而改变。
目前,当我运行Unity游戏时,音乐开始播放,一旦完成,我就可以开始旋转人类头部。不是之前。
这是我的代码:
Audio.h:
#pragma once
#include <iostream>
#define EXPORT __declspec(dllexport)
extern "C" {
EXPORT void initialize(std::string soundFilePaths[]);
EXPORT void setSourcePosition(std::string soundFilePath, float x, float y, float z);
EXPORT void play();
EXPORT void stop();
EXPORT void setListenerRotation(float x, float y, float z);
}
class Audio {
public:
static Audio& instance() { // Singleton
static Audio INSTANCE;
return INSTANCE;
}
void initialize(std::string soundFilePaths[]);
void setSourcePosition(std::string soundFilePath, float x, float y, float z);
void play();
void stop();
void setListenerRotation(float x, float y, float z);
~Audio();
private:
Audio();
};
Audio.cpp:
#include "Buffer.h"
#include "MonoSample.h"
#include "AudioDevice.h"
#include "Audio.h"
#include <windows.h>
#include <mmsystem.h>
#include <thread>
#include <stdio.h>
#include <conio.h>
#define NUMCHANNELS 2
#define OUTBUFSIZE 1024
#define CREATEWAVFILE true
extern "C" {
void initialize(const char *soundFilePaths[], bool continuous) {
Audio::instance().initialize(soundFilePaths,continuous);
}
void setSourcePosition(const char *soundFilePath, float x, float y, float z) {
Audio::instance().setSourcePosition(soundFilePath, x, y, z);
}
void play() {
Audio::instance().play();
}
void stop() {
Audio::instance().stop();
}
void setListenerRotation(float x, float y, float z) {
Audio::instance().setListenerRotation(x, y, z);
}
}
float degree;
int numCanals;
Buffer channel[NUMCHANNELS]; // Input buffer
unsigned char buffer[OUTBUFSIZE]; // Ouput buffer
wavHdr header, *pheader;
FILE* outFile; // Create output ( wave format) file
AudioDevice ad;
Audio::Audio()
{
}
Audio::~Audio()
{
}
void Audio::initialize(const char *soundFilePaths[], bool continuous)
{
char nom[20];
for (int i = 0; i < NUMCHANNELS; i++)
{
sprintf(nom, "%02d.wav", i + 1);
string fitxer(nom);
string path = WAVBASEPATH + fitxer;
if (!channel[i].openFile(path, i)) //obre i llegeix bytes (fread)
{
/*cout << "ERROR [" << i + 1 << "]";*/
ExitProcess(1);
}
}
int inSampleRate = channel[0].getHeader().samplesPerSec;
int inSampleLen = channel[0].getHeader().bitsPerSample;
int inNumberOfCn = channel[0].getHeader().numOfChan;
ad.iniAudioDevice(inSampleRate, inSampleLen, 2);
ad.setVolume50p();
}
void Audio::setSourcePosition(const char *soundFilePath, float x, float y, float z)
{
}
void Audio::play()
{
while (1)
{
long readBytes;
readBytes = channel[0].ReadInputBufferBlock(buffer, OUTBUFSIZE, channel, NUMCHANNELS, 1, false);
if (readBytes > 0)
{
ad.writeAudio((LPSTR)buffer, sizeof(buffer));
}
else
break;
}
}
void Audio::stop()
{
while (ad.waveFreeBlockCount < BLOCK_COUNT)
Sleep(10);
ad.closeAudioDevice();
}
以下是Unity中的C#脚本:
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class AudioPlugin : MonoBehaviour
{
public AudioContainer[] audioContainers;
public Transform headGeometry;
public float rotationSpeed = 50;
public float maxYRotation = 90;
public float minYRotation = -90;
float _currentYRotation;
void Start()
{
_currentYRotation = headGeometry.transform.rotation.eulerAngles.y;
string[] filePaths = GetAllFilePathsFromClips();
AudioPluginConnection.Initialize(filePaths);
AudioPluginConnection.Play();
}
void Update()
{
TurnHeadWithInput();
UpdateListenerRotation();
UpdateSoundPositions();
}
void OnDestroy()
{
AudioPluginConnection.Stop();
}
void TurnHeadWithInput()
{
float horizontal = Input.GetAxis("Horizontal");
horizontal *= Time.deltaTime * rotationSpeed;
_currentYRotation = Mathf.Clamp(_currentYRotation + horizontal, minYRotation, maxYRotation);
Vector3 eulerAngles = headGeometry.rotation.eulerAngles;
eulerAngles.y = _currentYRotation;
headGeometry.rotation = Quaternion.Euler(eulerAngles);
}
void UpdateListenerRotation()
{
Vector3 eulerAngles = headGeometry.rotation.eulerAngles;
AudioPluginConnection.SetListenerRotation(eulerAngles.x, eulerAngles.y, eulerAngles.y);
}
void UpdateSoundPositions()
{
foreach (AudioContainer container in audioContainers)
{
Vector3 position = container.source.position;
AudioPluginConnection.SetSourcePosition(container.filePath, position.x, position.y, position.z);
}
}
string[] GetAllFilePathsFromClips()
{
List<string> audioFilePaths = new List<string>();
foreach (AudioContainer container in audioContainers)
{
audioFilePaths.Add(container.filePath);
}
return audioFilePaths.ToArray();
}
}
[System.Serializable]
public class AudioContainer
{
public AudioClip clip;
public Transform source;
//Dont forget, that you have to copy the Audio Folder in the
//Unity Editor to the *_Data Folder in your builded Project!!! Quan construim projecte
public string filePath { get { return Application.dataPath + "/Audio/" + clip.name + ".wav"; } }
}
public class AudioPluginConnection
{
[DllImport("AudioPlugin", EntryPoint = "test")]
public static extern int Test();
[DllImport("AudioPlugin", EntryPoint = "initialize")]
public static extern void Initialize(string[] soundFilePaths);
[DllImport("AudioPlugin", EntryPoint = "setSourcePosition")]
public static extern void SetSourcePosition(string soundFilePath, float x, float y, float z);
[DllImport("AudioPlugin", EntryPoint = "play")]
public static extern void Play();
[DllImport("AudioPlugin", EntryPoint = "stop")]
public static extern void Stop();
[DllImport("AudioPlugin", EntryPoint = "setListenerRotation")]
public static extern void SetListenerRotation(float x, float y, float z);
}
我认为我需要创建一个统一的主要并行线程,以便能够做两个动作,但我不确定,我不知道如何。
AudioPluginConnection.play()函数是再现声音的函数,而函数TurnHeadWithInput()是旋转头部的函数。
我的目标是能够在按下旋转头部的按钮的同时,音乐也能发出声音。将来,根据头部旋转,我会将算法应用于wav文件的样本并重现它。
提前谢谢