VelNet-Unity/Runtime/VelVoice/VelVoice.cs

277 lines
7.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Concentus.Structs;
using System.Threading;
using System;
using System.Linq;
namespace VelNet.Voice
{
public class VelVoice : MonoBehaviour
{
public class FixedArray
{
public readonly byte[] array;
public int count;
public FixedArray(int max)
{
array = new byte[max];
count = 0;
}
}
private OpusEncoder opusEncoder;
private OpusDecoder opusDecoder;
//StreamWriter sw;
private AudioClip clip;
private float[] tempData;
private float[] encoderBuffer;
private List<float[]> frameBuffer;
private readonly List<FixedArray> sendQueue = new List<FixedArray>();
private readonly List<float[]> encoderArrayPool = new List<float[]>();
private readonly List<FixedArray> decoderArrayPool = new List<FixedArray>();
private int lastUsedEncoderPool;
private int lastUsedDecoderPool;
private int encoderBufferIndex;
private int lastPosition;
private string device = "";
private const int encoderFrameSize = 640;
private double micSampleTime;
private const int opusFreq = 16000;
private const double encodeTime = 1 / (double)16000;
/// <summary>
/// holds the last mic sample, in case we need to interpolate it
/// </summary>
private double lastMicSample;
/// <summary>
/// increments with every mic sample, but when over the encodeTime, causes a sample and subtracts that encode time
/// </summary>
private double sampleTimer;
private EventWaitHandle waiter;
/// <summary>
/// average volume of packet
/// </summary>
public float silenceThreshold = .01f;
/// <summary>
/// number of silent packets detected
/// </summary>
private int numSilent;
public int minSilencePacketsToStop = 10;
private double averageVolume;
private Thread t;
public Action<FixedArray> encodedFrameAvailable = delegate { };
public bool autostartMicrophone = true;
private void Start()
{
opusEncoder = new OpusEncoder(opusFreq, 1, Concentus.Enums.OpusApplication.OPUS_APPLICATION_VOIP);
opusDecoder = new OpusDecoder(opusFreq, 1);
encoderBuffer = new float[opusFreq];
frameBuffer = new List<float[]>();
// pre allocate a bunch of arrays for microphone frames (probably will only need 1 or 2)
for (int i = 0; i < 100; i++)
{
encoderArrayPool.Add(new float[encoderFrameSize]);
decoderArrayPool.Add(new FixedArray(encoderFrameSize));
}
t = new Thread(EncodeThread);
waiter = new EventWaitHandle(true, EventResetMode.AutoReset);
t.Start();
if (autostartMicrophone)
{
StartMicrophone();
}
}
/// <summary>
/// Starts VelVoice with the default microphone.
/// </summary>
public void StartMicrophone()
{
StartMicrophone(Microphone.devices.FirstOrDefault());
}
/// <summary>
/// Starts VelVoice
/// </summary>
/// <param name="micDeviceName">The device name of the microphone to record with</param>
public void StartMicrophone(string micDeviceName)
{
Debug.Log("Starting with microphone: " + micDeviceName);
if (micDeviceName == null) return;
device = micDeviceName;
Microphone.GetDeviceCaps(device, out int minFreq, out int maxFreq);
Debug.Log("Freq: " + minFreq + ":" + maxFreq);
clip = Microphone.Start(device, true, 10, 48000);
micSampleTime = 1.0 / clip.frequency;
Debug.Log("Frequency:" + clip.frequency);
tempData = new float[clip.samples * clip.channels];
Debug.Log("channels: " + clip.channels);
}
private void OnApplicationQuit()
{
t.Abort();
//sw.Flush();
//sw.Close();
}
private float[] GetNextEncoderPool()
{
lastUsedEncoderPool = (lastUsedEncoderPool + 1) % encoderArrayPool.Count;
return encoderArrayPool[lastUsedEncoderPool];
}
private FixedArray GetNextDecoderPool()
{
lastUsedDecoderPool = (lastUsedDecoderPool + 1) % decoderArrayPool.Count;
FixedArray toReturn = decoderArrayPool[lastUsedDecoderPool];
toReturn.count = 0;
return toReturn;
}
// Update is called once per frame
private void Update()
{
if (clip != null)
{
int micPosition = Microphone.GetPosition(device);
if (micPosition == lastPosition)
{
return; //sometimes the microphone will not advance
}
int numSamples;
float[] temp;
if (micPosition > lastPosition)
{
numSamples = micPosition - lastPosition;
}
else
{
//whatever was left
numSamples = (tempData.Length - lastPosition) + micPosition;
}
// this has to be dynamically allocated because of the way clip.GetData works (annoying...maybe use native mic)
temp = new float[numSamples];
clip.GetData(temp, lastPosition);
lastPosition = micPosition;
// this code does 2 things. 1) it samples the microphone data to be exactly what the encoder wants, 2) it forms encoder packets
// iterate through temp, which contains that mic samples at 44.1khz
foreach (float sample in temp)
{
sampleTimer += micSampleTime;
if (sampleTimer > encodeTime)
{
//take a sample between the last sample and the current sample
double diff = sampleTimer - encodeTime; //this represents how far past this sample actually is
double t = diff / micSampleTime; //this should be between 0 and 1
double v = lastMicSample * (1 - t) + sample * t;
sampleTimer -= encodeTime;
encoderBuffer[encoderBufferIndex++] = (float)v;
averageVolume += v > 0 ? v : -v;
if (encoderBufferIndex > encoderFrameSize) //this is when a new packet gets created
{
averageVolume = averageVolume / encoderFrameSize;
if (averageVolume < silenceThreshold)
{
numSilent++;
}
else
{
numSilent = 0;
}
averageVolume = 0;
if (numSilent < minSilencePacketsToStop)
{
float[] frame = GetNextEncoderPool(); //these are predefined sizes, so we don't have to allocate a new array
//lock the frame buffer
System.Array.Copy(encoderBuffer, frame, encoderFrameSize); //nice and fast
lock (frameBuffer)
{
frameBuffer.Add(frame);
waiter.Set(); //signal the encode frame
}
}
encoderBufferIndex = 0;
}
}
lastMicSample = sample; //remember the last sample, just in case this is the first one next time
}
}
lock (sendQueue)
{
foreach (FixedArray f in sendQueue)
{
encodedFrameAvailable(f);
}
sendQueue.Clear();
}
}
public float[] DecodeOpusData(byte[] data, int count)
{
float[] t = GetNextEncoderPool();
opusDecoder.Decode(data, 0, count, t, 0, encoderFrameSize);
return t;
}
private void EncodeThread()
{
while (waiter.WaitOne(Timeout.Infinite)) //better to wait on signal
{
List<float[]> toEncode = new List<float[]>();
lock (frameBuffer)
{
toEncode.AddRange(frameBuffer);
frameBuffer.Clear();
}
foreach (float[] frame in toEncode)
{
FixedArray a = GetNextDecoderPool();
int outDataSize = opusEncoder.Encode(frame, 0, encoderFrameSize, a.array, 0, a.array.Length);
a.count = outDataSize;
//add frame to the send buffer
lock (sendQueue)
{
sendQueue.Add(a);
}
}
}
}
}
}