Skip to content

Game.Audio.Radio.Radio+Spectrum

Assembly: Game
Namespace: Game.Audio.Radio

Type: class public

Base: System.Object

Code

public class Spectrum
{
    private System.Single[] m_SpectrumData;
    private Unity.Collections.NativeArray<System.Single> m_Frequencies;
    private System.Single m_Bandwidth;
    private UnityEngine.Vector4[] m_Levels;
    private UnityEngine.FFTWindow m_FFTWindow;
    private Game.Audio.Radio.Radio+Spectrum+BandType m_BandType;
    private UnityEngine.RenderTexture m_VURender;
    private UnityEngine.Material m_Equalizer;
    private UnityEngine.Rendering.RenderTargetIdentifier m_VURenderId;
    private static readonly System.Single[][] kMiddleFrequenciesForBands;
    private static readonly System.Single[] kBandwidthForBands;
    private static readonly System.String[] kKeywords;
    private static const System.Int32 kTexWidth;
    private static const System.Int32 kTexHeight;

    public UnityEngine.Texture equalizerTexture { get; }

    public Spectrum();

    public System.Void Disable();
    public System.Void Enable(System.Int32 samplesCount, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing, System.Single padding);
    private System.Void SpectrumBlit(UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] camera);
    public System.Void Update(UnityEngine.AudioSource source);
}

Fields

  • private System.Single[] m_SpectrumData
private System.Single[] m_SpectrumData;
  • private Unity.Collections.NativeArray<System.Single> m_Frequencies
private Unity.Collections.NativeArray<System.Single> m_Frequencies;
  • private System.Single m_Bandwidth
private System.Single m_Bandwidth;
  • private UnityEngine.Vector4[] m_Levels
private UnityEngine.Vector4[] m_Levels;
  • private UnityEngine.FFTWindow m_FFTWindow
private UnityEngine.FFTWindow m_FFTWindow;
  • private Game.Audio.Radio.Radio+Spectrum+BandType m_BandType
private Game.Audio.Radio.Radio+Spectrum+BandType m_BandType;
  • private UnityEngine.RenderTexture m_VURender
private UnityEngine.RenderTexture m_VURender;
  • private UnityEngine.Material m_Equalizer
private UnityEngine.Material m_Equalizer;
  • private UnityEngine.Rendering.RenderTargetIdentifier m_VURenderId
private UnityEngine.Rendering.RenderTargetIdentifier m_VURenderId;
  • private static readonly System.Single[][] kMiddleFrequenciesForBands
private static readonly System.Single[][] kMiddleFrequenciesForBands;
  • private static readonly System.Single[] kBandwidthForBands
private static readonly System.Single[] kBandwidthForBands;
  • private static readonly System.String[] kKeywords
private static readonly System.String[] kKeywords;
  • private static const System.Int32 kTexWidth
private static const System.Int32 kTexWidth;
  • private static const System.Int32 kTexHeight
private static const System.Int32 kTexHeight;

Properties

  • public UnityEngine.Texture equalizerTexture { get }
public UnityEngine.Texture equalizerTexture { get; }

Constructors

  • public Spectrum()
public Spectrum();

Methods

  • public Disable() : System.Void
public System.Void Disable();
  • public Enable(System.Int32 samplesCount, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing = 10, System.Single padding = 2) : System.Void
public System.Void Enable(System.Int32 samplesCount, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing, System.Single padding);
  • private SpectrumBlit(UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] camera) : System.Void
private System.Void SpectrumBlit(UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[] camera);
  • public Update(UnityEngine.AudioSource source) : System.Void
public System.Void Update(UnityEngine.AudioSource source);

Nested types

  • Game.Audio.Radio.Radio+Spectrum+BandType
  • Game.Audio.Radio.Radio+Spectrum+CreateLevels