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