Add Steam Audio 4.8.1 spatializer plugin
Official Unity package under Assets/Plugins/SteamAudio; enabled as Spatializer + Ambisonic Decoder in the audio settings (HRTF: sounds behind the listener are filtered/muffled directionally). Download staging Tools/SteamAudio/ gitignored. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//
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// Copyright 2017-2023 Valve Corporation.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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namespace SteamAudio
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{
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[CustomEditor(typeof(SteamAudioProbeBatch))]
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public class SteamAudioProbeBatchInspector : Editor
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{
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#if STEAMAUDIO_ENABLED
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SerializedProperty mPlacementStrategy;
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SerializedProperty mHorizontalSpacing;
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SerializedProperty mHeightAboveFloor;
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SerializedProperty mAsset;
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static bool mShouldShowProgressBar = false;
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private void OnEnable()
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{
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mPlacementStrategy = serializedObject.FindProperty("placementStrategy");
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mHorizontalSpacing = serializedObject.FindProperty("horizontalSpacing");
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mHeightAboveFloor = serializedObject.FindProperty("heightAboveFloor");
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mAsset = serializedObject.FindProperty("asset");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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var oldGUIEnabled = GUI.enabled;
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GUI.enabled = !Baker.IsBakeActive() && !EditorApplication.isPlayingOrWillChangePlaymode;
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var tgt = target as SteamAudioProbeBatch;
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EditorGUILayout.PropertyField(mAsset);
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EditorGUILayout.PropertyField(mPlacementStrategy);
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if ((ProbeGenerationType) mPlacementStrategy.enumValueIndex == ProbeGenerationType.UniformFloor)
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{
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EditorGUILayout.PropertyField(mHorizontalSpacing);
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EditorGUILayout.PropertyField(mHeightAboveFloor);
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}
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EditorGUILayout.Space();
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if (GUILayout.Button("Generate Probes"))
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{
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tgt.GenerateProbes();
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
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}
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if (tgt.GetNumProbes() > 0)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Baked Pathing Settings", EditorStyles.boldLabel);
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if (GUILayout.Button("Bake"))
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{
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tgt.BeginBake();
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mShouldShowProgressBar = true;
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}
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}
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GUI.enabled = oldGUIEnabled;
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if (mShouldShowProgressBar && !Baker.IsBakeActive())
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{
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mShouldShowProgressBar = false;
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}
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if (mShouldShowProgressBar)
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{
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Baker.DrawProgressBar();
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}
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Repaint();
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if (tgt.GetNumProbes() > 0)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Probe Statistics", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Probes", tgt.GetNumProbes().ToString());
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EditorGUILayout.LabelField("Data Size", Common.HumanReadableDataSize(tgt.probeDataSize));
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if (tgt.GetNumLayers() > 0)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Detailed Statistics", EditorStyles.boldLabel);
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for (var i = 0; i < tgt.GetNumLayers(); ++i)
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{
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var layerInfo = tgt.GetInfoForLayer(i);
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var name = "";
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if (layerInfo.identifier.type == BakedDataType.Pathing)
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{
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name = "Pathing";
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}
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else if (layerInfo.identifier.variation == BakedDataVariation.Reverb)
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{
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name = "Reverb";
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}
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else
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{
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name = layerInfo.gameObject.name;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(name, Common.HumanReadableDataSize(layerInfo.dataSize));
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if (GUILayout.Button("Clear"))
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{
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tgt.DeleteBakedDataForIdentifier(layerInfo.identifier);
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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}
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serializedObject.ApplyModifiedProperties();
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}
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[MenuItem("Steam Audio/Steam Audio Probe Batch/Bake All Pathing In Current Scene", false, 63)]
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public static void BakeAllPathingInScene()
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{
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var probeBatches = FindObjectsByType<SteamAudioProbeBatch>(FindObjectsSortMode.None);
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if (probeBatches.Length == 0)
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{
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EditorUtility.DisplayDialog(
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"No Steam Audio Probe Batches Found",
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"No Steam Audio Probe Batch components were found in the currently-open scene.",
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"OK");
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return;
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}
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SteamAudioProbeBatch.BeginBake(probeBatches);
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mShouldShowProgressBar = true;
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}
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#else
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public override void OnInspectorGUI()
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{
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EditorGUILayout.HelpBox("Steam Audio is not supported for the target platform or STEAMAUDIO_ENABLED define symbol is missing.", MessageType.Warning);
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}
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#endif
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}
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}
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