diff --git a/.gitignore b/.gitignore index ddedfa1..763b287 100644 --- a/.gitignore +++ b/.gitignore @@ -66,3 +66,21 @@ Assets/NetCodeGenerated* .DS_Store RiderScriptEditorPersistedState.asset .claude/ + +# Console / restricted-platform settings. Unity regenerates these whenever the matching closed +# platform module is installed (PS5, GameCore/Xbox, Switch/Kepler, QNX, EmbeddedLinux), so they vary +# per machine and aren't needed for these cross-platform audio examples. The rest of ProjectSettings +# is still committed. +PS4Settings.json +PS5Settings.json +KeplerSettings.json +QNXSettings.json +EmbeddedLinuxSettings.json +GameCore*Settings.asset +ScarlettGame.config +XboxOneGame.config + +# Regenerated by Unity on open; not committed by these examples. +packages-lock.json +PackageManager.policy +ProjectAuditorSettings.asset diff --git a/README.md b/README.md index 5f054e5..07c9cc4 100644 --- a/README.md +++ b/README.md @@ -9,6 +9,7 @@ Each project is a standalone Unity project; open its folder in the required Unit | Project | Description | Required Unity version | | ------- | ----------- | ---------------------- | | [Scriptable Processor Random Container](scriptable-processor-random-container) | Implements a simplified version of the Audio Random Container using nested generators. | 6.5 | +| [Scriptable Processor Seeking](scriptable-processor-seeking) | Demonstrates sample-accurate seeking of a playing generator via `SeekMessage`, immediately or scheduled. | 6.7 | ## License diff --git a/scriptable-processor-seeking/Assets/AudioClips.meta b/scriptable-processor-seeking/Assets/AudioClips.meta new file mode 100644 index 0000000..48e5967 --- /dev/null +++ b/scriptable-processor-seeking/Assets/AudioClips.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b3a98323df9248bc8a9032c6ed5fb4a4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/scriptable-processor-seeking/Assets/AudioClips/Count1To10.wav b/scriptable-processor-seeking/Assets/AudioClips/Count1To10.wav new file mode 100644 index 0000000..245e966 --- /dev/null +++ b/scriptable-processor-seeking/Assets/AudioClips/Count1To10.wav @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4b6b2e5cbac5bdf5effcd056450e1c0d7cc7e97cb63fd6613bfaa7512434eb04 +size 882078 diff --git a/scriptable-processor-seeking/Assets/AudioClips/Count1To10.wav.meta 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b/scriptable-processor-seeking/Assets/Scripts/ClipPlayerGenerator.cs @@ -0,0 +1,233 @@ +using System.Runtime.InteropServices; +using Unity.Burst; +using Unity.IntegerTime; +using UnityEngine; +using UnityEngine.Audio; + +/// +/// Main-thread view of a playing instance. +/// +/// The control side is an unmanaged struct living in native memory, so it can't touch a +/// directly. It holds a to one of these instead, +/// which gives the realtime side's "I'm done" report a way to reach . +/// +public class ClipPlaybackState +{ + /// Set once the nested clip instance reports it has finished generating audio. + public bool finished; +} + +/// Realtime -> control notification: the nested clip instance has finished. +struct ClipFinishedEvent { } + +/// +/// Realtime side. Forwards every Process call to the clip's own generator instance and watches +/// the returned for completion. +/// +/// This is the only place end-of-clip is observable: +/// is reported to whoever drives the nested instance, and nothing publishes it to the main thread. +/// +[BurstCompile(CompileSynchronously = true)] +struct ClipPlayerRealtime : GeneratorInstance.IRealtime +{ + // Handed over by Control.Configure, which may safely write here (realtime is suspended during it). + internal GeneratorInstance nested; + internal bool nestedValid; + + // Latched so the control side is told exactly once, however many times Process runs afterwards. + internal bool reportedFinished; + + // Mirrors of the clip's own metadata, resolved on the managed side at creation. + internal bool clipIsFinite; + internal bool clipIsRealtime; + internal bool clipHasLength; + internal DiscreteTime clipLength; + + public bool isFinite => clipIsFinite; + public bool isRealtime => clipIsRealtime; + public DiscreteTime? length => clipHasLength ? clipLength : null; + + // Nothing is sent control -> realtime; the instance arrives via Configure. + public void Update(ProcessorInstance.UpdatedDataContext context, ProcessorInstance.Pipe pipe) { } + + public GeneratorInstance.Result Process(in RealtimeContext context, ProcessorInstance.Pipe pipe, + ChannelBuffer buffer, GeneratorInstance.Arguments args) + { + if (!nestedValid) + { + // Host buffer is not pre-zeroed. + buffer.Clear(); + return buffer.frameCount; + } + + var result = context.Process(nested, buffer, args); + + if (result.isFinished() && !reportedFinished) + { + reportedFinished = true; + pipe.SendData(context, new ClipFinishedEvent()); + } + + return result; + } +} + +/// +/// Control side. Owns the nested clip instance, forwards to it, and relays +/// the realtime side's completion report to the managed . +/// +struct ClipPlayerControl : GeneratorInstance.IControl +{ + // The control struct is unmanaged, so managed references are held as GCHandles (see RandomContainer + // for the same pattern). Freed in Dispose. + GCHandle m_ClipHandle; + GCHandle m_StateHandle; + + GeneratorInstance m_Nested; + bool m_NestedCreated; + + public ClipPlayerControl(AudioClip clip, ClipPlaybackState state) + { + m_ClipHandle = GCHandle.Alloc(clip, GCHandleType.Normal); + m_StateHandle = GCHandle.Alloc(state, GCHandleType.Normal); + m_Nested = default; + m_NestedCreated = false; + } + + public void Configure(ControlContext context, ref ClipPlayerRealtime realtime, in AudioFormat format, + out GeneratorInstance.Setup setup, ref GeneratorInstance.Properties properties) + { + if (!m_NestedCreated) + { + // Instantiating the clip produces the SampleProvider-backed generator instance -- the one + // that handles seeks. Created here rather than in Update so it exists before the first + // Process call, and before SeekTester can send anything. + var clip = (IAudioGenerator)m_ClipHandle.Target; + + m_Nested = clip.CreateInstance(context, format, default(GeneratorInstance.CreationParameters)); + m_NestedCreated = true; + } + else + { + // Reconfiguration (device change): keep the existing instance, re-point it at the new format. + context.Configure(m_Nested, format); + } + + // Run at exactly the clip's own rate and channel layout, so this wrapper stays consistent with + // the instance it drives and the host handles any conversion. If the nested instance could not + // be created, fall back to the host's suggested format: reporting an unset setup here surfaces + // as an invalid speakerMode inside Process and aborts the audio thread from Burst. + setup = m_NestedCreated + ? context.GetConfiguration(m_Nested).setup + : new GeneratorInstance.Setup(format); + + realtime.nested = m_Nested; + realtime.nestedValid = m_NestedCreated; + } + + public ProcessorInstance.Response OnMessage(ControlContext context, ProcessorInstance.Pipe pipe, + ProcessorInstance.Message message) + { + // The AudioSource's generatorInstance is now this wrapper, so seeks land here. Pass them down to + // the sample provider, which is what actually implements seeking. + if (m_NestedCreated && message.Is()) + { + ref var seek = ref message.Get(); + + return context.SendMessage(m_Nested, ref seek); + } + + return ProcessorInstance.Response.Unhandled; + } + + public void Update(ControlContext context, ProcessorInstance.Pipe pipe) + { + foreach (var element in pipe.GetAvailableData(context)) + { + if (element.TryGetData(out _)) + { + var state = (ClipPlaybackState)m_StateHandle.Target; + + state.finished = true; + } + } + + if (m_NestedCreated) + { + context.Update(m_Nested); + } + } + + public void Dispose(ControlContext context, ref ClipPlayerRealtime realtime) + { + if (m_NestedCreated) + { + context.Destroy(m_Nested); + m_NestedCreated = false; + } + + m_ClipHandle.Free(); + m_StateHandle.Free(); + } +} + +/// +/// Plays an through the SampleProvider generator path, so it supports +/// seeking via (that path is the one that handles seeks). +/// +/// Rather than handing the clip's instance straight to the AudioSource, this wraps it, so the +/// realtime side can see the clip finish and report it back to the main thread via +/// . Seeks are forwarded down to the clip's instance unchanged. +/// +/// Assign a clip, then let something play it on an AudioSource +/// ( does this: audioSource.generator = thisComponent). +/// +public class ClipPlayerGenerator : MonoBehaviour, IAudioGenerator +{ + [Tooltip("The clip to play through the sample provider (e.g. your 10s counting file).")] + public AudioClip clip; + + /// + /// State shared with the currently playing instance. Replaced on each , + /// and null until the first one is created. + /// + public ClipPlaybackState playbackState { get; private set; } + + // Asset-level metadata, mirrored from the clip so this wrapper describes what it actually produces. + public bool isFinite => clip != null && ((IAudioGenerator)clip).isFinite; + public bool isRealtime => clip != null && ((IAudioGenerator)clip).isRealtime; + public DiscreteTime? length => clip != null ? ((IAudioGenerator)clip).length : null; + + // Called by the audio system when the AudioSource starts playing this generator. + public GeneratorInstance CreateInstance(ControlContext context, AudioFormat? nestedFormat, GeneratorInstance.CreationParameters parameters) + { + if (clip == null) + { + Debug.LogError($"{nameof(ClipPlayerGenerator)}: no clip assigned.", this); + return default; + } + + playbackState = new ClipPlaybackState(); + + var asGenerator = (IAudioGenerator)clip; + var clipLength = asGenerator.length; + + var realtime = new ClipPlayerRealtime + { + clipIsFinite = asGenerator.isFinite, + clipIsRealtime = asGenerator.isRealtime, + clipHasLength = clipLength.HasValue, + clipLength = clipLength ?? default + }; + + // UpdateAlways so the control side pumps the nested instance every frame, rather than only when + // pipe data happens to be waiting. + var creationParameters = new GeneratorInstance.CreationParameters + { + controlUpdateSetting = ProcessorInstance.UpdateSetting.UpdateAlways, + realtimeUpdateSetting = ProcessorInstance.UpdateSetting.UpdateAlways + }; + + return context.AllocateGenerator(realtime, new ClipPlayerControl(clip, playbackState), nestedFormat, creationParameters); + } +} diff --git a/scriptable-processor-seeking/Assets/Scripts/ClipPlayerGenerator.cs.meta b/scriptable-processor-seeking/Assets/Scripts/ClipPlayerGenerator.cs.meta new file mode 100644 index 0000000..f2dd62f --- /dev/null +++ b/scriptable-processor-seeking/Assets/Scripts/ClipPlayerGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67d5f0b5ae5d34ba39ba025722f0f8e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/scriptable-processor-seeking/Assets/Scripts/SeekTester.cs b/scriptable-processor-seeking/Assets/Scripts/SeekTester.cs new file mode 100644 index 0000000..4907ef1 --- /dev/null +++ b/scriptable-processor-seeking/Assets/Scripts/SeekTester.cs @@ -0,0 +1,203 @@ +using System.Collections.Generic; +using Unity.IntegerTime; +using UnityEngine; +using UnityEngine.Audio; + +/// +/// Manual seek playground. Drag onto a GameObject (auto-adds ), +/// assign a clip on that component, enter Play mode. +/// +/// - Starts STOPPED. Use the Play/Stop button. +/// - Build up a queue of seeks: pick "when" (the clip second at which the seek fires) with the slider, +/// then click a number button to enqueue "when the clip reaches that second, jump to number N". +/// - You can enqueue while stopped; the queue is delivered to the generator when you press Play, +/// so several seeks end up scheduled on top of each other in the SampleProvider's own queue. +/// - The staged list stays on screen after Play: entries grey out once sent to the instance, and +/// dim further when playback ends. (The demo can't observe which seeks actually fire or are +/// dropped inside the provider, so it shows "sent" / "played", not per-seek firing.) +/// - Each seek is a SeekMessage(offset, when); `when` maps to sample-accurate scheduling. +/// +/// Requires an AudioListener in the scene (Main Camera has one by default). +/// +[RequireComponent(typeof(ClipPlayerGenerator))] +public class SeekTester : MonoBehaviour +{ + struct StagedSeek + { + public int destSecond; // where to jump to (seconds into the clip) + public int whenSecond; // clip position (second) at which the seek fires + public bool immediate; // if true, fire at the next process block (ignore whenSecond) + public bool sent; // delivered to the current generator instance this play session + } + + ClipPlayerGenerator m_Generator; + AudioSource m_Source; + + readonly List m_Queued = new List(); + int m_WhenSecond; // slider value + bool m_Immediate; // send with immediate 'when' + bool m_FlushRequested; // deliver the queue once the generator instance is live + + void Start() + { + m_Generator = GetComponent(); + + // No explicit LoadAudioData() here: the sample provider backend honors the clip's own import + // settings (load type, preload, load in background) and loads it as part of CreateInstance. + m_Source = GetComponent(); + if (m_Source == null) + m_Source = gameObject.AddComponent(); + + m_Source.playOnAwake = false; + m_Source.spatialBlend = 0f; // 2D so it's audible without positioning + m_Source.generator = m_Generator; // play the clip through the SampleProvider generator + // Intentionally NOT playing here — starts stopped. + } + + bool InstanceLive() + => m_Source.isPlaying && ControlContext.builtIn.Exists(m_Source.generatorInstance); + + void Update() + { + // The generator instance only exists a frame or so after Play(), so deliver the queue here. + if (m_FlushRequested && InstanceLive()) + { + FlushQueue(); + m_FlushRequested = false; + } + + // Reset the transport once the clip runs out. A generator-driven AudioSource keeps reporting + // isPlaying until something stops it explicitly, and the clip finishing is only visible on the + // realtime thread -- so ClipPlayerGenerator relays it to the main thread for us. + var state = m_Generator.playbackState; + if (state != null && state.finished && m_Source.isPlaying) + { + state.finished = false; + m_Source.Stop(); + } + } + + void FlushQueue() + { + var instance = m_Source.generatorInstance; + + // Seeks are sent in whatever order they were staged; scheduling order is up to the caller. + // The sample provider fires each seek when playback reaches its 'when', and drops any seek + // whose 'when' has already been passed. Sent entries are kept (and greyed in the UI) rather + // than cleared, so the list stays visible; each is delivered once per play session. + for (int i = 0; i < m_Queued.Count; i++) + { + var s = m_Queued[i]; + if (s.sent) + continue; + + var offset = new DiscreteTime(s.destSecond); // DiscreteTime(int) is seconds + var msg = s.immediate + ? new SeekMessage(offset) // when omitted = immediate + : new SeekMessage(offset, new DiscreteTime(s.whenSecond)); + + var response = ControlContext.builtIn.SendMessage(instance, ref msg); + Debug.Log($"Sent seek: hear {s.destSecond + 1} " + + $"{(s.immediate ? "(immediate)" : $"when clip reaches {s.whenSecond}s")} -> {response}"); + + s.sent = true; + m_Queued[i] = s; + } + } + + void OnGUI() + { + var clip = m_Generator != null ? m_Generator.clip : null; + if (clip == null) + { + GUI.Label(new Rect(10, 10, 460, 20), "Assign a clip on the ClipPlayerGenerator component."); + return; + } + + int maxSec = Mathf.Max(1, Mathf.CeilToInt(clip.length)); + + GUILayout.BeginArea(new Rect(10, 10, 340, 620), GUI.skin.box); + + GUILayout.Label($"Clip: {clip.name} ({clip.length:0.0}s @ {clip.frequency} Hz)"); + GUILayout.Label($"Playing: {m_Source.isPlaying}"); + + // --- Transport --- + if (GUILayout.Button(m_Source.isPlaying ? "Stop" : "Play")) + { + if (m_Source.isPlaying) + { + m_Source.Stop(); + } + else + { + // Re-arm the whole list for the new instance so it re-sends and re-animates each Play. + for (int i = 0; i < m_Queued.Count; i++) + { + var s = m_Queued[i]; + s.sent = false; + m_Queued[i] = s; + } + + m_Source.Play(); + m_FlushRequested = true; // deliver whatever is queued once it's live + } + } + + GUILayout.Space(8); + + // --- "when" control --- + m_Immediate = GUILayout.Toggle(m_Immediate, "Fire immediately (ignore 'when')"); + GUI.enabled = !m_Immediate; + GUILayout.Label($"Fire when clip reaches second: {m_WhenSecond}"); + // Stops one second short of the clip's end: a seek scheduled for the last second could never + // fire, because playback ends at the moment it would be reached. + m_WhenSecond = Mathf.RoundToInt(GUILayout.HorizontalSlider(m_WhenSecond, 0, maxSec - 1)); + GUI.enabled = true; + + GUILayout.Space(8); + + // --- destination buttons (1-indexed to match the spoken numbers) --- + GUILayout.Label("Enqueue: seek so I hear number"); + const int cols = 5; + for (int i = 0; i < maxSec; i++) + { + if (i % cols == 0) GUILayout.BeginHorizontal(); + + int number = i + 1; // button label + int destSecond = i; // number N is spoken at second (N-1) + + if (GUILayout.Button(number.ToString())) + { + m_Queued.Add(new StagedSeek { destSecond = destSecond, whenSecond = m_WhenSecond, immediate = m_Immediate }); + if (InstanceLive()) + m_FlushRequested = true; // playing already — schedule it now (still honors 'when') + } + + if (i % cols == cols - 1 || i == maxSec - 1) GUILayout.EndHorizontal(); + } + + GUILayout.Space(8); + + // --- queued list (kept visible; greyed once sent, dimmer once playback ends) --- + GUILayout.Label($"Queued ({m_Queued.Count}):"); + var prevContentColor = GUI.contentColor; + foreach (var s in m_Queued) + { + if (!s.sent) + GUI.contentColor = Color.white; // staged, not yet sent + else if (m_Source.isPlaying) + GUI.contentColor = new Color(0.60f, 0.60f, 0.60f); // sent to the playing instance + else + GUI.contentColor = new Color(0.40f, 0.40f, 0.40f); // playback finished / stopped + + string state = !s.sent ? 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**seeking** for scriptable processors: repositioning a playing generator to a new point on its timeline, either immediately or scheduled to fire sample-accurately when playback reaches a chosen position. + +The project targets Unity 6.7 and is built on the [Scriptable audio pipeline][manual] APIs. Seeking is delivered to a live generator instance with `SeekMessage`. + +[manual]: https://docs.unity3d.com/6000.7/Documentation/Manual/audio-scriptable-processors.html + +## Run the demo + +Open the project in Unity 6.7, open `Assets/Scenes/Seeking.unity`, and enter Play Mode. + +The scene contains a single **Seek Tester** GameObject (a `SeekTester` plus a `ClipPlayerGenerator` with `Count1To10.wav` assigned) and a Main Camera that provides the `AudioListener`. A GUI panel appears in the top-left in Play Mode: + +- Playback starts **stopped**. Use the **Play/Stop** button. +- Pick **when** a seek should fire (the clip second at which it triggers) with the slider, then click a **number button** to enqueue "when the clip reaches that second, jump so I hear number N". +- Enable **Fire immediately** to ignore `when` and seek at the next process block instead. +- You can build a queue while stopped; it is delivered when you press **Play**, so several seeks end up scheduled together in the sample provider's own queue. +- The panel schedules on whole-second boundaries for legibility; `SeekMessage` itself accepts any `DiscreteTime`. + +The clip counts "one" through "ten" over roughly ten seconds, so the audible result makes each seek easy to verify by ear. + +## How seeking works + +A seek is a message sent to a **live** generator instance. There are two forms: + +| Call | Effect | +|------|--------| +| `new SeekMessage(offset)` | Immediate seek: jump to `offset` at the next process block. | +| `new SeekMessage(offset, when)` | Scheduled seek: jump to `offset` when the timeline reaches `when`. | + +Both `offset` and `when` are [`DiscreteTime`][integertime] values; `DiscreteTime(int)` is interpreted as whole seconds here. The message is delivered with: + +```csharp +var msg = new SeekMessage(offset, when); +var response = ControlContext.builtIn.SendMessage(instance, ref msg); +``` + +The instance only exists a frame or so after `AudioSource.Play()`, so `SeekTester` waits until `ControlContext.builtIn.Exists(source.generatorInstance)` is true before flushing its queued seeks. + +Seeks can be scheduled in **any order** — the sample provider fires each one when playback reaches its `when`. A seek whose `when` playback has **already passed** (for example, one made unreachable by an earlier seek that jumped past it) is silently dropped rather than applied. + +[integertime]: https://docs.unity3d.com/6000.7/Documentation/ScriptReference/Unity.IntegerTime.DiscreteTime.html + +## The scripts + +The implementation is two small `MonoBehaviour`s in `Assets/Scripts/`. + +| File | Role | +|----------------------------|---------------------------------------------------------------------------------------------------------------------------------------------| +| `ClipPlayerGenerator.cs` | An `IAudioGenerator` that wraps the clip's own sample-provider instance (`clip.CreateInstance`), which is the path that handles seeks. Its realtime side forwards each `Process` call to that nested instance and watches the returned `Result`; `SeekMessage`s arriving at the wrapper are forwarded down unchanged. When the nested instance reports `isFinished()`, the realtime side sends a datum over the pipe and the control side relays it to `ClipPlaybackState` on the main thread. | +| `SeekTester.cs` | A manual seek playground. Wires the generator onto an `AudioSource`, draws the GUI transport, sends `SeekMessage`s to the live instance, and stops the source when `ClipPlaybackState` reports the clip has finished. |