VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/VelVoice.cs

262 lines
8.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using Concentus.Structs;
using System.Threading;
using System;
namespace VelNet
{
public class VelVoice : MonoBehaviour
{
public class FixedArray
{
public byte[] array;
public int count;
public FixedArray(int max)
{
array = new byte[max];
count = 0;
}
}
OpusEncoder opusEncoder;
OpusDecoder opusDecoder;
//StreamWriter sw;
AudioClip clip;
float[] tempData;
float[] encoderBuffer;
List<float[]> frameBuffer;
List<FixedArray> sendQueue = new List<FixedArray>();
List<float[]> encoderArrayPool = new List<float[]>();
List<FixedArray> decoderArrayPool = new List<FixedArray>();
int lastUsedEncoderPool = 0;
int lastUsedDecoderPool = 0;
int encoderBufferIndex = 0;
int size = 0;
int lastPosition = 0;
string device = "";
int encoder_frame_size = 640;
double micSampleTime;
int opusFreq = 16000;
double encodeTime = 1 / (double)16000;//16000.0;
double lastMicSample; //holds the last mic sample, in case we need to interpolate it
double sampleTimer = 0; //increments with every mic sample, but when over the encodeTime, causes a sample and subtracts that encode time
EventWaitHandle waiter;
public float silenceThreshold = .01f; //average volume of packet
int numSilent = 0; //number of silent packets detected
public int minSilencePacketsToStop = 5;
double averageVolume = 0;
Thread t;
public Action<FixedArray> encodedFrameAvailable = delegate { };
// Start is called before the first frame update
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[]>();
//string path = Application.persistentDataPath + "/" + "mic.csv"; //this was for writing mic samples
//sw = new StreamWriter(path, false);
for (int i = 0; i < 100; i++) //pre allocate a bunch of arrays for microphone frames (probably will only need 1 or 2)
{
encoderArrayPool.Add(new float[encoder_frame_size]);
decoderArrayPool.Add(new FixedArray(encoder_frame_size));
}
t = new Thread(encodeThread);
waiter = new EventWaitHandle(true, EventResetMode.AutoReset);
t.Start();
}
public void startMicrophone(string mic)
{
Debug.Log(mic);
device = mic;
int minFreq, maxFreq;
Microphone.GetDeviceCaps(device, out minFreq, out 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();
}
float[] getNextEncoderPool()
{
lastUsedEncoderPool = (lastUsedEncoderPool + 1) % encoderArrayPool.Count;
return encoderArrayPool[lastUsedEncoderPool];
}
FixedArray getNextDecoderPool()
{
lastUsedDecoderPool = (lastUsedDecoderPool + 1) % decoderArrayPool.Count;
FixedArray toReturn = decoderArrayPool[lastUsedDecoderPool];
toReturn.count = 0;
return toReturn;
}
// Update is called once per frame
void Update()
{
if (clip != null)
{
int micPosition = Microphone.GetPosition(device);
if (micPosition == lastPosition)
{
return; //sometimes the microphone will not advance
}
int numSamples = 0;
float[] temp;
if (micPosition > lastPosition)
{
numSamples = micPosition - lastPosition;
}
else
{
//whatever was left
numSamples = (tempData.Length - lastPosition) + micPosition;
}
//Debug.Log(micPosition);
temp = new float[numSamples]; //this has to be dynamically allocated because of the way clip.GetData works (annoying...maybe use native mic)
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
for (int i = 0; i < temp.Length; i++) //iterate through temp, which contans that mic samples at 44.1khz
{
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) + temp[i] * t;
sampleTimer -= encodeTime;
encoderBuffer[encoderBufferIndex++] = (float)v;
averageVolume += v > 0 ? v : -v;
if (encoderBufferIndex > encoder_frame_size) //this is when a new packet gets created
{
averageVolume = averageVolume / encoder_frame_size;
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, encoder_frame_size); //nice and fast
lock (frameBuffer)
{
frameBuffer.Add(frame);
waiter.Set(); //signal the encode frame
}
}
encoderBufferIndex = 0;
}
}
lastMicSample = temp[i]; //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, encoder_frame_size);
return t;
}
void encodeThread()
{
while (waiter.WaitOne(Timeout.Infinite)) //better to wait on signal
{
List<float[]> toEncode = new List<float[]>();
lock (frameBuffer)
{
foreach (float[] frame in frameBuffer)
{
toEncode.Add(frame);
}
frameBuffer.Clear();
}
foreach (float[] frame in toEncode)
{
FixedArray a = getNextDecoderPool();
int out_data_size = opusEncoder.Encode(frame, 0, encoder_frame_size, a.array, 0, a.array.Length);
a.count = out_data_size;
//add frame to the send buffer
lock (sendQueue)
{
sendQueue.Add(a);
}
}
}
}
}
}