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DarkSound is a portal-based audio propagation system for the Unity game engine.

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DarkSound is an portal-based audio propagation system built for the Unity game engine. This system aims to replecate sound traveling around a virtual environment, simulating effects such as diffraction, obstruction and perception.

Code Documentation

DSAudioListener.cs

Variables:

DSRoom currentRoom - The room that the listener is currently inside of.


Functions:

DSRoom GetRoomForPosition(Vector3 worldPosition) Calculates the current room based on the given position

Parameters: worldPosition - Current position in world space.

Return Value: The room that this position is contained in.


void AddRoom(DSRoom room) Adds a room to the list of all rooms in the scene.

Parameters: room - the room to add.


void RemoveRoom(DSRoom room) Removes a room from the list of all rooms in the scene.

Parameters: room - the room to remove.


void ClearRoomList() Removes all rooms from the list of all rooms in the scene.


List FindPath(DSRoom startingNode, DSRoom endNode, bool nonOptimalPath = false) Finds a path from one specified room to another.

Parameters: startingNode - Room to start path. endingNode - Room to end path. nonOptimalPath - When true the portal contribution will not be considered.

Return Value: A list of rooms that make up the optimal path.



List RetracePath(DSRoom startingNode, DSRoom endNode) Finds through nodes from the final node to return the final path.

Parameters: startingNode - Room to start path. endingNode - Room to end path.

Return Value: The path from startNode to endNode.


DSAudioSource.cs

Variables:

bool isDynamic - Will this source ever move into different rooms? bool usePropagations - Does this source calculate propagation effects? bool playOnAwake - Should this source play on start up? bool useDirectivity - Should this source simulate direction?
AnimationCurve falloffCurve - A curve representing the fall off of the audio over distance. float maxDistance - Maximum distance that this source is audible from. float maxVolume - Volume of source at zero distance. LayerMask obstructionLayerMas - the layers that this source can be obstructed by.


Functions:

void CalculatePropagation(bool initialisationCall = false) Calculates the propagation of audio from this source. The calculated values are then applied to the source to effect the audio.

Parameters: initialisationCall - Is this the first time this has been called?


float GetObstruction(float portalObstruction) Returns the maximum obstruction value, whether that be from the linecasts or the portals themselves

Parameters: portalObstruction - The obstruction value given from the portal traversal.

Return Value: The maximum obstruction value.


float ObstructionCheck() Checks direct obstruction between listener and source. This value is calculated from individual linecast values.

Return Value: Returns a value between 0 and 1 to represent the amount of rays obstructed.


int ObstructionLinecast(Vector3 start, Vector3 end) Performs a linecast from point start to point end in order to check for obstructions.

Parameters: Start - Start position of the linecast in world space. End - end position of the linecast in world space.

Return Value: Returns a value to represent obstruction. 1 == no obstruction. 0 == no obstruction



DSRoom.cs

Variables:

Collider[] boundsColliders - Array of colliders that make up the bounds of this room. List connectedRooms - A list of all rooms connected to this room and the portals that connect them.


Functions:

void InitialiseRoom() Initialised room, setting it up to work with pathfinding etc.


void AddRoomConnection(DSPortal portal, DSRoom room) Adds a connection between this room and another through a specified portal

Parameters: portal - The portal that connects the rooms. room - The connected room.


bool PositionIsInRoomBounds(Vector3 worldPosition) Checks if a specified world position is within the bounds of this room

Parameters: worldPosition - position to check in world space.

Return Value: If the specified position is contained within this room.


DSPortal GetPortal(DSRoom room) Gets the portal that connects this room to another specified room.

Parameters: room - the target room.

Return Value: The portal that connects this room to the target room. Returns null if none exist.


DSPortal.cs

Variables:

DSRoom firstRoom - The first room that this portal is connected to. DSRoom secondRoom - The second room that this portal is connected to. float openCloseAmount - Value between 0 and 1 representing how open (0) or closed (1) the portal is. float audioObstructionAmount - Value representing how much of the audio can pass through this portal. bool open - is this portal fully open?


Functions:

float GetAudioObstructionAmount() Calculated the amount of obstruction this portal will contribute to audio traveling through it.

Return Value: Returns value representing how much audio is absorbed by the portal in its current state.


Vector3 GetClosestPointInBounds(Vector3 worldPosition) Gets the closest point to another world position within the bounds of this portal.

Parameters: worldPosition - the world position to get a point closest too.

Return Value: Returns the closest point within the bounds of this portal to the specified world position in world space.


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DarkSound is a portal-based audio propagation system for the Unity game engine.

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