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Question by dpogue · Nov 10, 2020 at 01:35 PM · c#audioaudiosourceeffects

This script opens up an Audio Source but what would I need to do to get it to open up a Resonance Audio Source instead?

I would like this script to work with the Google Resonance Audio SDK but anything I do to the code to open a Resonance Audio Source instead of a normal Audio Source doesn't work. I can upload a demo scene if need be. Thank you.

public class Granulator : MonoBehaviour { public int maxGrains = 10; [Range(0.0f, 1000f)] public int grainLength = 100; // ms [Range(0.0f, 1000f)] public int grainLengthRand = 0; // ms [Range(0.0f, 1.0f)] public float grainPos = 0; // from 0 > 1 [Range(0.0f, 1.0f)] public float grainPosRand = 0; // from 0 > 1 [Range(0.0f, 1000f)] public int grainDist = 10; // ms [Range(0.0f, 1000f)] public int grainDistRand = 0; // ms [Range(0.0f, 5f)] public float grainPitch = 1; [Range(0.0f, 1f)] public float grainPitchRand = 0; [Range(0.0f, 2.0f)] public float grainVol = 1; // from 0 > 1 [Range(0.0f, 1.0f)] public float grainVolRand = 0; // from 0 > 1 [Range(0.0f, 0.5f)] public float grainAttack = .3f; // from 0 > 1 [Range(0.0f, 0.5f)] public float grainRelease = .3f; // from 0 > 1 public bool isPlaying = true; // the on/off button //public bool updateGrainPos = true;

 public AudioClip audioClip;
 public GameObject grainPrefab;
 private AudioClip lastClip;
 // tmp vars
 private int newGrainPos = 0;
 private float newGrainPitch = 0;
 private float newGrainPitchRand = 0;
 private int newGrainLength = 0;
 private int newGrainDist = 0;
 private float newGrainVol = 0;

 private int channels;
 private Grain[] grains; 
 private int grainTimer = 0;
 private Vector3 pos;

 public bool moveGrains = true;

 //---------------------------------------------------------------------
 private void Start()
 {
     this.gameObject.AddComponent<AudioSource>();
 }

 void Awake()
 {
     grains = new Grain[maxGrains];
     for (int i = 0; i < grains.Length; i++)
     {
         GameObject tmp = Instantiate(grainPrefab); //, this.transform);
         grains[i] = tmp.GetComponent<Grain>();
         grains[i].audioClip = audioClip;
        // grains[i].updatePos = updateGrainPos;
     }
 }

 // would be good if actually every grain will get freshly randomized values, but idk if that's possible... 
 // updating the random-vals every frame has to suffice for now... :/
 //---------------------------------------------------------------------
 void Update()
 {
     if (lastClip != audioClip)
     {
         lastClip = audioClip;
         for (int i = 0; i < grains.Length; i++)
         {
             grains[i].audioClip = audioClip;
             grains[i].UpdateGrain();
         }
     }


     // clamp values to reasonable ranges:
     grainPos = Clamp(grainPos, 0, 1);
     grainPosRand = Clamp(grainPosRand, 0, 1);
     grainDist = (int)Clamp(grainDist, 1, 10000);
     grainDistRand = (int)Clamp(grainDistRand, 0, 10000);
     grainLengthRand = (int)Clamp(grainLengthRand, 0, 10000);


     grainPitch = Clamp(grainPitch, 0, 1000);
     grainPitchRand = Clamp(grainPitchRand, 0, 1000);
     grainVol = Clamp(grainVol, 0, 2);
     grainVolRand = Clamp(grainVolRand, 0, 1);

     
     // calculate randomized values for new grains:
     newGrainPos = (int)((grainPos + Random.Range(0, grainPosRand)) * audioClip.samples);
     newGrainPitch = grainPitch;
     newGrainPitchRand = Random.Range(-grainPitchRand, grainPitchRand);
     newGrainLength = (int)(audioClip.frequency / 1000 * (grainLength + Random.Range(0, grainLengthRand)));
     newGrainDist = audioClip.frequency / 1000 * (grainDist + Random.Range(0, grainDistRand));

     newGrainVol = Clamp(grainVol + Random.Range(-grainVolRand, grainVolRand), 0, 3);

     // update Pitch for ALL grains (?)
     for (int i = 0; i < grains.Length; i++) {
         grains[i].grainPitch = newGrainPitch;
         if(moveGrains || !grains[i].isPlaying)grains[i].transform.position = transform.position;
     }

     pos = transform.position;





 }
 //---------------------------------------------------------------------
 // utility func to clamp a value between min and max
 float Clamp(float val, float min, float max) {
     val = val > min ? val : min;
     val = val < max ? val : max;
     return val;
 }
 //---------------------------------------------------------------------
 void OnAudioFilterRead(float[] data, int channels)
 {
     if (!isPlaying) return;
     for (int i = 0; i < data.Length; i++)
     {
         grainTimer--;
         int index = 0;
         if (grainTimer <= 0)
         {
             while (grains[index].isPlaying && index < grains.Length - 1) index++;
             // if there's a free grain, restart it:
             if (index < grains.Length)
             {
                 grains[index].NewGrain(newGrainPos, newGrainLength, newGrainPitch,newGrainPitchRand, newGrainVol,grainAttack,grainRelease,pos);
                 grainTimer = newGrainDist; // reset timer
             }
         }
     }
 }

}

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