修复一些内容
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127
Convention/[Runtime]/Audio/SpectrogramRenderer.cs
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127
Convention/[Runtime]/Audio/SpectrogramRenderer.cs
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using System;
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using System.Collections;
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using UnityEngine;
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using Unity.Collections;
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namespace Convention
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{
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/// <summary>
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/// 频谱图渲染器 - 横轴时间,纵轴频率,颜色深度表示声音强度
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/// </summary>
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public class SpectrogramRenderer : MonoBehaviour
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{
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[Header("Audio Source")]
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public AudioClip clip;
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public int Step = 100;
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[Header("Render Texture")]
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public RenderTexture spectrogramTexture;
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[Header("Display Settings")]
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public Color lowIntensityColor = Color.black;
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public Color midIntensityColor = Color.red;
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public Color highIntensityColor = Color.white;
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public float PowMode = 5f;
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private Texture2D bufferTexture;
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void Start()
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{
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InitializeSpectrogramTexture();
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if (clip != null)
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{
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StartCoroutine(ProcessAudioClip());
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}
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}
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void InitializeSpectrogramTexture()
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{
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bufferTexture = new Texture2D(spectrogramTexture.width, spectrogramTexture.height, TextureFormat.ARGB32, false);
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// 初始化为黑色
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Color[] pixels = new Color[spectrogramTexture.width * spectrogramTexture.height];
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for (int i = 0; i < pixels.Length; i++)
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{
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pixels[i] = Color.black;
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}
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bufferTexture.SetPixels(pixels);
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bufferTexture.Apply();
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}
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IEnumerator ProcessAudioClip()
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{
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var samplesCount = clip.samples;
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Debug.Log("ProcessAudioClip Start", this);
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var data = new float[spectrogramTexture.width + 10][];
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for (int i = 0; i < spectrogramTexture.width + 10; i++)
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{
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data[i] = new float[spectrogramTexture.height];
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for (int j = 0; j < spectrogramTexture.height; j++)
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data[i][j] = -1;
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}
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for (int i = 0; i < samplesCount; )
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{
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var current = new float[spectrogramTexture.height];
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int x = Mathf.FloorToInt(i * (spectrogramTexture.width / (float)samplesCount));
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clip.GetData(current, i);
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for (int j = 0; j < spectrogramTexture.height; j++)
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{
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data[x][j] = Mathf.Max(data[x][j], current[j]);
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}
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for (int y = 0; y < spectrogramTexture.height; y++)
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{
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var last = bufferTexture.GetPixel(x, y);
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var t = (data[x][y] + 1f) * 0.5f;
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Color pixelColor = Color.white;
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if (t < 0.5f)
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pixelColor = Color.Lerp(lowIntensityColor, midIntensityColor, Mathf.Log(t*100, PowMode)*0.01f);
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else
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pixelColor = Color.Lerp(midIntensityColor, highIntensityColor, Mathf.Log(t*100, PowMode)*0.01f);
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pixelColor = new(Mathf.Max(last.r, pixelColor.r), Mathf.Max(last.g, pixelColor.g),
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Mathf.Max(last.b, pixelColor.b), Mathf.Max(last.a, pixelColor.a));
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bufferTexture.SetPixel(x, y, pixelColor);
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}
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if (x % 100 == 0)
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{
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bufferTexture.Apply();
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Debug.Log($"ProcessAudioClip: {i}-{i * 100 / samplesCount}%");
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yield return null;
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}
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i += Step;
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}
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//for (int x = 0; x < spectrogramTexture.width; x++)
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//{
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// for (int y = 0; y < spectrogramTexture.height; y++)
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// {
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// var last = bufferTexture.GetPixel(x, y);
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// var t = (data[x][y] + 1f) * 0.5f;
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// Color pixelColor = Color.Lerp(lowIntensityColor, highIntensityColor, Mathf.Pow(t, PowMode));
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// pixelColor = new(Mathf.Max(last.r, pixelColor.r), Mathf.Max(last.g, pixelColor.g),
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// Mathf.Max(last.b, pixelColor.b), Mathf.Max(last.a, pixelColor.a));
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// bufferTexture.SetPixel(x, y, pixelColor);
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// }
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// if (x % 100 == 0)
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// {
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// Debug.Log($"ProcessAudioClip Render: {x}-{x * 100 / spectrogramTexture.width}%");
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// yield return null;
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// }
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//}
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// 最终更新渲染纹理
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bufferTexture.Apply();
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Graphics.CopyTexture(bufferTexture, spectrogramTexture);
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Debug.Log("频谱图生成完成!");
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}
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void OnDestroy()
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{
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if (bufferTexture != null)
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{
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DestroyImmediate(bufferTexture);
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}
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}
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}
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}
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