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Convention-Unity/Convention/[Runtime]/Audio/SpectrogramRenderer - 副本.xcsx

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2025-08-30 18:40:47 +08:00
using System;
using System.Collections;
using UnityEngine;
using Unity.Collections;
namespace Convention
{
/// <summary>
/// 频谱图渲染器 - 横轴时间,纵轴频率,颜色深度表示声音强度
/// </summary>
public class SpectrogramRenderer : MonoBehaviour
{
[Header("Audio Source")]
public AudioClip audioClip;
public int fftSize = 256; // FFT窗口大小必须是2的幂
public int timeResolution = 10; // 时间分辨率,每秒分析多少次
[Header("Render Texture")]
public RenderTexture spectrogramTexture;
public RenderTextureFormat textureFormat = RenderTextureFormat.ARGB32;
public int textureWidth = 512; // 时间轴分辨率
public int textureHeight = 256; // 频率轴分辨率
[Header("Display Settings")]
public float intensityScale = 100f;
public Color lowIntensityColor = Color.black;
public Color highIntensityColor = Color.red;
private float[][] spectrogramData;
private int currentTimeIndex = 0;
private Texture2D bufferTexture;
void Start()
{
InitializeSpectrogramTexture();
if (audioClip != null)
{
StartCoroutine(ProcessAudioClip());
}
}
void InitializeSpectrogramTexture()
{
if (spectrogramTexture == null)
{
spectrogramTexture = new RenderTexture(textureWidth, textureHeight, 0, textureFormat);
spectrogramTexture.Create();
}
bufferTexture = new Texture2D(textureWidth, textureHeight, TextureFormat.ARGB32, false);
// 初始化为黑色
Color[] pixels = new Color[textureWidth * textureHeight];
for (int i = 0; i < pixels.Length; i++)
{
pixels[i] = Color.black;
}
bufferTexture.SetPixels(pixels);
bufferTexture.Apply();
}
IEnumerator ProcessAudioClip()
{
if (audioClip == null)
{
Debug.LogError("AudioClip is null!");
yield break;
}
float[] samples = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(samples, 0);
int sampleRate = audioClip.frequency;
int samplesPerAnalysis = sampleRate / timeResolution;
int totalAnalyses = Mathf.CeilToInt((float)samples.Length / samplesPerAnalysis);
spectrogramData = new float[totalAnalyses][];
for (int i = 0; i < totalAnalyses; i++)
{
int startSample = i * samplesPerAnalysis;
int endSample = Mathf.Min(startSample + fftSize, samples.Length);
// 创建FFT窗口数据
float[] windowData = new float[fftSize];
for (int j = 0; j < fftSize && startSample + j < endSample; j++)
{
if (startSample + j < samples.Length)
{
// 应用汉宁窗
float windowValue = 0.5f * (1f - Mathf.Cos(2f * Mathf.PI * j / (fftSize - 1)));
windowData[j] = samples[startSample + j] * windowValue;
}
}
// 执行FFT
spectrogramData[i] = PerformFFT(windowData);
// 渲染当前频谱到纹理
RenderSpectrumToTexture(spectrogramData[i], i);
// 每处理几帧就让出控制权,避免卡顿
if (i % 10 == 0)
{
yield return null;
}
}
// 最终更新渲染纹理
Graphics.CopyTexture(bufferTexture, spectrogramTexture);
Debug.Log("频谱图生成完成!");
}
float[] PerformFFT(float[] timeData)
{
// 简化的FFT实现 - 实际项目中建议使用更优化的FFT库
float[] magnitudes = new float[fftSize / 2];
for (int k = 0; k < fftSize / 2; k++)
{
float real = 0f;
float imag = 0f;
for (int n = 0; n < fftSize; n++)
{
float angle = -2f * Mathf.PI * k * n / fftSize;
real += timeData[n] * Mathf.Cos(angle);
imag += timeData[n] * Mathf.Sin(angle);
}
magnitudes[k] = Mathf.Sqrt(real * real + imag * imag) / fftSize;
}
return magnitudes;
}
void RenderSpectrumToTexture(float[] spectrum, int timeIndex)
{
if (bufferTexture == null || spectrum == null)
return;
// 计算在纹理中的x坐标
int x = Mathf.FloorToInt((float)timeIndex / spectrogramData.Length * textureWidth);
x = Mathf.Clamp(x, 0, textureWidth - 1);
// 渲染频谱数据到纹理的一列
for (int y = 0; y < textureHeight; y++)
{
float frequency = (float)y / textureHeight;
int spectrumIndex = Mathf.FloorToInt(frequency * spectrum.Length);
spectrumIndex = Mathf.Clamp(spectrumIndex, 0, spectrum.Length - 1);
float intensity = spectrum[spectrumIndex] * intensityScale;
intensity = Mathf.Clamp01(intensity);
Color pixelColor = Color.Lerp(lowIntensityColor, highIntensityColor, intensity);
bufferTexture.SetPixel(x, y, pixelColor);
}
}
public void GenerateSpectrogram()
{
if (audioClip == null)
{
Debug.LogError("请先设置AudioClip!");
return;
}
StopAllCoroutines();
StartCoroutine(ProcessAudioClip());
}
void OnDestroy()
{
if (bufferTexture != null)
{
DestroyImmediate(bufferTexture);
}
}
}
}