615
Assets/Scripts/DynamicUI/Timeline/AudioMelSpectrogram.cs
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615
Assets/Scripts/DynamicUI/Timeline/AudioMelSpectrogram.cs
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@@ -0,0 +1,615 @@
|
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using System.Threading;
|
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using Unity.Mathematics;
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
namespace Ichni.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// 非 MonoBehaviour 的 Mel 频谱图渲染器。
|
||||
///
|
||||
/// === 架构 ===
|
||||
/// PathNodeCurveDrawer.Update()
|
||||
/// └─ AudioMelSpectrogram.UpdateView(curT, maxT)
|
||||
/// ├─ 首次检测 AudioClip → 后台线程预计算全曲 FFT
|
||||
/// ├─ 每帧从缓存取出当前可见时间段 → 颜色 LUT → Color32[] → SetPixelData → Apply
|
||||
/// └─ 视角未变时整帧跳过
|
||||
///
|
||||
/// 后台线程:PCM 读取(主线程) → FFT + Mel 滤波 + Log(子线程) → 缓存 Log 能量
|
||||
/// 主线程: 按 visibleStart/End 映射到帧范围 → 逐列查 LUT → 写像素 → GPU upload
|
||||
/// </summary>
|
||||
public class AudioMelSpectrogram
|
||||
{
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [公共参数] 由 PathNodeCurveDrawer 每帧通过字段赋值同步
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>渲染目标的 RawImage。尺寸从此读取 × resolutionScale 决定纹理大小。</summary>
|
||||
public RawImage targetImage;
|
||||
|
||||
/// <summary>纹理分辨率缩放。0.5 = 半分辨率(宽/高各砍一半,像素数 1/4)。</summary>
|
||||
[Range(0.1f, 1f)] public float resolutionScale = 0.5f;
|
||||
|
||||
/// <summary>颜色渐变:归一化能量 [0,1] → Color。Inspector 修改实时生效。</summary>
|
||||
public Gradient colorGradient;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [FFT / Mel 常量] 改动需要重新预计算才会生效
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>FFT 窗口大小(采样点数)。越大频率分辨率越高、时间分辨率越低。
|
||||
/// 4096 @ 44100Hz ≈ 93ms 窗口,频率分辨率 ≈ 10.8Hz。
|
||||
/// 配合 512 帧移(87.5% overlap)维持时间分辨率 ~11.6ms。</summary>
|
||||
private const int FFT_SIZE = 4096;
|
||||
|
||||
/// <summary>帧移(相邻 FFT 窗口的起始采样偏移量)。
|
||||
/// 512 = 50% overlap(HOP_SIZE = FFT_SIZE / 2)。
|
||||
/// 每帧对应时间 = HOP_SIZE / sampleRate ≈ 11.6ms。</summary>
|
||||
private const int HOP_SIZE = 512;
|
||||
|
||||
/// <summary>Mel 滤波器组数量。也是缓存和纹理的高度方向分辨率。
|
||||
/// 128 个三角滤波器在 Mel 尺度上等距分布,覆盖 0 ~ sampleRate/2 Hz。
|
||||
/// 更高 → 频率细节更多,但低频段相邻 bin 间距更窄(~40Hz),
|
||||
/// 对钢琴相邻半音(~2Hz @ 440Hz)仍偏粗,但已是实用上限。</summary>
|
||||
private const int MEL_BINS = 128;
|
||||
|
||||
/// <summary>Mel 尺度常数:m = 2595 × log10(1 + f/700)。</summary>
|
||||
private const float MEL_A = 2595f;
|
||||
|
||||
/// <summary>Mel 尺度常数:f = 700 × (10^(m/2595) - 1)。</summary>
|
||||
private const float MEL_B = 700f;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [预计算缓存] 后台线程写入 → 主线程只读
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>当前已缓存的 AudioClip 引用。检测 clip 变化时触发重新预计算。</summary>
|
||||
private AudioClip _cachedClip;
|
||||
|
||||
/// <summary>预计算完成后的 Log-Mel 能量缓存。
|
||||
/// 布局:flat[ frameIndex × MEL_BINS + melBin ],每个元素 = Log(能量)。
|
||||
/// 存 Log 值避免每帧重复 Mathf.Log。volatile 保证主线程读到最新值。</summary>
|
||||
private volatile float[] _logMelData;
|
||||
|
||||
/// <summary>后台线程正在写入的临时缓存。完成后通过 _cacheReady 交给主线程。</summary>
|
||||
private float[] _pendingLogData;
|
||||
|
||||
/// <summary>后台线程完成标记。主线程检测到此标志后切 _pendingLogData → data。</summary>
|
||||
private volatile bool _cacheReady;
|
||||
|
||||
/// <summary>总帧数。由 (totalSamples - FFT_SIZE) / HOP_SIZE + 1 计算。
|
||||
/// 决定了 data 的第一维长度。</summary>
|
||||
private int _totalFrames;
|
||||
|
||||
/// <summary>每帧对应的时间(秒)= HOP_SIZE / sampleRate。
|
||||
/// frame f 的中心时间 = (f + 1) × _timePerFrame。</summary>
|
||||
private float _timePerFrame;
|
||||
|
||||
/// <summary>Mel 三角滤波器组。_melFilters[m][i] = 第 m 个 mel bin 在 FFT bin i 上的权重。
|
||||
/// 在预计算开始时构建,之后只读。后台线程安全(写入完成后才启动线程)。</summary>
|
||||
private float[][] _melFilters;
|
||||
|
||||
/// <summary>AudioClip 的采样率(Hz)。用于 _timePerFrame 和 Mel 滤波器组的频率轴计算。</summary>
|
||||
private int _sampleRate;
|
||||
|
||||
/// <summary>后台线程正在运行的标记。防止重复启动线程。</summary>
|
||||
private volatile bool _computing;
|
||||
|
||||
/// <summary>后台线程已计算完成的帧数。主线程用此判断可以读 _pendingLogData 的前 N 帧。
|
||||
/// 后台线程每算完一批(每 16 帧)通过 Volatile.Write 更新,
|
||||
/// 主线程通过 Volatile.Read 读取,保证写 release/读 acquire 语义。</summary>
|
||||
private volatile int _framesComputed;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [运行时纹理]
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>实际写入的 Texture2D。尺寸 = RawImage 像素尺寸 × resolutionScale。
|
||||
/// 纹理格式 RGBA32,FilterMode 可切换为 Point 避免插值模糊。</summary>
|
||||
private Texture2D _texture;
|
||||
|
||||
/// <summary>像素缓冲区(CPU 侧)。每帧通过 unsafe 指针直接写入,
|
||||
/// 然后 SetPixelData 整块提交到 GPU。SetPixelData 比 SetPixels 快因为走原始字节拷贝。</summary>
|
||||
private Color32[] _pixels32;
|
||||
|
||||
/// <summary>当前纹理尺寸。用于检测 RawImage 尺寸变化并重建纹理。</summary>
|
||||
private int _texW, _texH;
|
||||
|
||||
/// <summary>上一帧渲染的 FFT 帧范围。用于帧级抖动过滤:
|
||||
/// 当 songTime 在帧边界附近振荡时,startF/endF 不变就不重绘,
|
||||
/// 避免子帧级变化导致整张图反复左右偏移。</summary>
|
||||
private int _prevStartF = -1, _prevEndF = -1;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [颜色 LUT] 256 级预计算查找表
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>256 级颜色查找表。norm[0,1] → LUT[(int)(norm × 255)]。
|
||||
/// 避免每像素调用 Gradient.Evaluate(函数调用 + 键插值开销)。</summary>
|
||||
private Color32[] _colorLut;
|
||||
|
||||
/// <summary>上次构建 LUT 时使用的 Gradient 引用。
|
||||
/// 为 null 或与当前 colorGradient 不同时重建。
|
||||
/// 注意:Inspector 修改 Gradient 时不改变引用,所以用了直接引用 + 用户 Gradient 每次重建的策略。</summary>
|
||||
private Gradient _appliedGradient;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// [Bin 查找表] y → melBin 的预计算映射
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>纹理行 y → Mel 滤波器索引。_binForY[y] = round(y / h × MEL_BINS)。
|
||||
/// 避免每像素重复计算浮点除法和 round。</summary>
|
||||
private int[] _binForY;
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
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// 每帧入口
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>每帧由 PathNodeCurveDrawer.Update() 调用。</summary>
|
||||
/// <param name="audioSource">从 ModuleTime 获取的 AudioSource,用于检测 AudioClip。</param>
|
||||
/// <param name="visibleStart">可见范围起点(秒),通常 = ModuleTime.SmoothTime(与 CurrentBeatF 同源)。</param>
|
||||
/// <param name="visibleEnd">可见范围终点(秒),由 PathNodeCurveDrawer 按 beatRange × 60/BPM 换算。</param>
|
||||
public void UpdateView(AudioSource audioSource, float visibleStart, float visibleEnd, bool forceUpdate = false)
|
||||
{
|
||||
if (targetImage == null) return;
|
||||
|
||||
// ── 检测新 AudioClip → 启动后台预计算 ──────────────────────────
|
||||
// _cachedClip 记录上次预计算的 clip。只要 clip 引用变了就触发重新计算。
|
||||
// _computing 防重入,后台线程运行期间不重复启动。
|
||||
if (audioSource != null && audioSource.clip != null && audioSource.clip != _cachedClip)
|
||||
{
|
||||
if (!_computing)
|
||||
StartPreCompute(audioSource.clip);
|
||||
}
|
||||
|
||||
// ── 后台线程完成 → 切缓存 ──────────────────────────────────────
|
||||
// 必须放在 _computing 检查之前:先完成缓存切换,再让 _computing check 通过。
|
||||
if (_cacheReady)
|
||||
{
|
||||
_logMelData = _pendingLogData;
|
||||
_pendingLogData = null;
|
||||
_totalFrames = _logMelData.Length / MEL_BINS;
|
||||
_cachedClip = audioSource.clip;
|
||||
_cacheReady = false;
|
||||
_computing = false;
|
||||
}
|
||||
|
||||
// ── 完全态:全缓存就绪,正常渲染 ────────────────────────────
|
||||
if (!_computing && _logMelData != null && _totalFrames > 0)
|
||||
{
|
||||
RenderCurrentView(visibleStart, visibleEnd, forceUpdate);
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 部分态:后台计算中,但已有部分帧可供显示 ────────────────────
|
||||
if (_computing && _pendingLogData != null && _framesComputed > 0)
|
||||
{
|
||||
// 用 _pendingLogData 渲染已完成部分
|
||||
RenderCurrentView(visibleStart, visibleEnd, true,
|
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_pendingLogData, _framesComputed);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// 渲染当前视图(被完全态和部分态共用)
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>根据 visibleStart/End 计算帧范围,渲染到纹理并提交 GPU。</summary>
|
||||
/// <param name="data">数据源:完全态用 data,部分态用 _pendingLogData。</param>
|
||||
/// <param name="framesAvail">可用帧数:完全态 = _totalFrames,部分态 = _framesComputed。</param>
|
||||
private void RenderCurrentView(float visibleStart, float visibleEnd, bool forceUpdate,
|
||||
float[] data = null, int framesAvail = 0)
|
||||
{
|
||||
// 默认走完全态 _logMelData / _totalFrames
|
||||
if (data == null) { data = _logMelData; framesAvail = _totalFrames; }
|
||||
if (data == null || framesAvail == 0) return;
|
||||
|
||||
// ── 可见时间范围 → FFT 帧范围 ─────────────────────────────────
|
||||
// FFT 帧 f 的时间中心 = (f × HOP_SIZE + FFT_SIZE/2) / sampleRate
|
||||
// 当 FFT_SIZE=4096, HOP_SIZE=512: 帧 f 中心在 (f + 4) × _timePerFrame
|
||||
float frameOffset = FFT_SIZE / (2f * HOP_SIZE);
|
||||
// 先算帧号,后判断跳过。帧级检测能过滤 songTime 在帧边界附近的振荡,
|
||||
// 避免 startF/endF 没变时整张图反复左右偏移。
|
||||
int startF = Mathf.Max(0, Mathf.RoundToInt(visibleStart / _timePerFrame - frameOffset));
|
||||
int endF = Mathf.Max(1, Mathf.RoundToInt(visibleEnd / _timePerFrame - frameOffset));
|
||||
|
||||
// ── 帧号未变 → 跳过重绘(部分态 forceUpdate=true 不会跳过)──
|
||||
if (!forceUpdate && startF == _prevStartF && endF == _prevEndF && _pixels32 != null)
|
||||
return;
|
||||
|
||||
int visFrames = endF - startF;
|
||||
float dur = visibleEnd - visibleStart;
|
||||
if (dur <= 0f) return;
|
||||
|
||||
// ── 纹理尺寸 ──
|
||||
var rect = targetImage.rectTransform.rect;
|
||||
int w = Mathf.Max(1, Mathf.RoundToInt(rect.width * resolutionScale));
|
||||
int h = Mathf.Max(1, Mathf.RoundToInt(rect.height * resolutionScale));
|
||||
bool sizeChanged = _texture == null || _texture.width != w || _texture.height != h;
|
||||
|
||||
if (sizeChanged)
|
||||
InitTexture(w, h);
|
||||
|
||||
// ── 全量重绘 ──
|
||||
BuildColorLut();
|
||||
RenderColumns(startF, visFrames, w, h, 0, w - 1, data, framesAvail);
|
||||
_texture.SetPixelData(_pixels32, 0);
|
||||
_texture.Apply(false);
|
||||
|
||||
_prevStartF = startF;
|
||||
_prevEndF = endF;
|
||||
_texW = w;
|
||||
_texH = h;
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// 列渲染(热路径)
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>渲染 colFrom~colTo 列的像素。被 UpdateView 每帧调用(全量重绘)。</summary>
|
||||
/// <param name="startF">可见范围起点帧号</param>
|
||||
/// <param name="visFrames">可见范围总帧数</param>
|
||||
/// <param name="w">纹理像素宽度</param>
|
||||
/// <param name="h">纹理像素高度</param>
|
||||
/// <param name="colFrom">起始列(含)</param>
|
||||
/// <param name="colTo">结束列(含)</param>
|
||||
private void RenderColumns(int startF, int visFrames, int w, int h,
|
||||
int colFrom, int colTo,
|
||||
float[] data, int totalFrames)
|
||||
{
|
||||
// 在堆上分配每列的临时缓冲区。
|
||||
// 相比 stackalloc 有少量 GC 压力,但在 h ≤ 128、每帧最多调用一次的情况下可以忽略。
|
||||
// 用途:一趟读 data 同时写入 colVals + 扫描 min/max,
|
||||
// 第二趟从 colVals 读(避免第二趟再访存托管数组)。
|
||||
float[] colVals = new float[h];
|
||||
|
||||
for (int x = colFrom; x <= colTo; x++)
|
||||
{
|
||||
// 计算当前列对应的 FFT 帧号
|
||||
float t = (float)x / w; // 归一化列位置 [0,1]
|
||||
int frameIdx = startF + (int)math.round(t * visFrames);
|
||||
// 超出已计算帧 → 跳过该列,维持透明背景
|
||||
if (frameIdx >= totalFrames) continue;
|
||||
if (frameIdx < 0) continue;
|
||||
int rowBase = frameIdx * MEL_BINS; // 该帧在 data 中的起始偏移
|
||||
|
||||
// ── 一趟读入 stack + 扫描 min/max ──
|
||||
// 遍历 h 行,每行用 _binForY 映射到 Mel bin,
|
||||
// 从 data 取值 → 存入 colVals[y] → 同时更新 mn/mx。
|
||||
float mn = float.MaxValue, mx = float.MinValue;
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
float v = data[rowBase + _binForY[y]];
|
||||
colVals[y] = v;
|
||||
if (v < mn) mn = v;
|
||||
if (v > mx) mx = v;
|
||||
}
|
||||
// 防止全静音帧导致除零。invRange 在后续乘 norm,不额外乘除。
|
||||
float invRange = 1f / math.max(mx - mn, 0.001f);
|
||||
|
||||
// ── 从 stack 渲染 ──
|
||||
// norm[0,1] → idx[0,255] → LUT[idx] → 写入像素。
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
float norm = (colVals[y] - mn) * invRange;
|
||||
int idx = (int)(norm * 255);
|
||||
if (idx > 255) idx = 255;
|
||||
_pixels32[y * w + x] = _colorLut[idx];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// 后台预计算
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>启动后台线程预计算。
|
||||
/// 主线程:读取 PCM + 混单声道 + 构建 Mel 滤波器组。
|
||||
/// 子线程:Hann 加窗 → FFT → 功率谱 → Mel 三角滤波 → Log → 写入 _pendingLogData。</summary>
|
||||
private void StartPreCompute(AudioClip clip)
|
||||
{
|
||||
_computing = true;
|
||||
_cacheReady = false;
|
||||
_framesComputed = 0; // 重置进度计数器
|
||||
_cachedClip = clip;
|
||||
_sampleRate = clip.frequency;
|
||||
_timePerFrame = (float)HOP_SIZE / _sampleRate; // ≈ 11.6ms @44100Hz
|
||||
|
||||
// 构建 Mel 滤波器组(主线程,因为 _melFilters 不是 volatile)
|
||||
BuildMelFilterBank();
|
||||
|
||||
// ── 主线程:读取 PCM 并混为单声道 ──
|
||||
// AudioClip.GetData() 必须在主线程调用(Unity API 限制)。
|
||||
// clip.samples = 每声道的采样数,totalSamples × channels = 总 float 数。
|
||||
int totalSamples = clip.samples;
|
||||
int channels = clip.channels;
|
||||
float[] samples = new float[totalSamples * channels];
|
||||
clip.GetData(samples, 0);
|
||||
|
||||
// 多声道 → 单声道:取各声道平均值。
|
||||
float[] mono = new float[totalSamples];
|
||||
if (channels == 1)
|
||||
System.Array.Copy(samples, mono, totalSamples);
|
||||
else
|
||||
for (int i = 0; i < totalSamples; i++)
|
||||
{
|
||||
float sum = 0f;
|
||||
for (int c = 0; c < channels; c++)
|
||||
sum += samples[i * channels + c];
|
||||
mono[i] = sum / channels;
|
||||
}
|
||||
|
||||
// 总帧数 = 能容纳的 HOP_SIZE 步进数
|
||||
// 最后一帧的起始偏移 = totalSamples - FFT_SIZE,不足一帧时返回至少 1 帧。
|
||||
int totalFrames = Mathf.Max(1, (totalSamples - FFT_SIZE) / HOP_SIZE + 1);
|
||||
float[] pending = new float[totalFrames * MEL_BINS];
|
||||
_pendingLogData = pending; // 立即暴露给主线程读取,线程写内容 + 更新 _framesComputed
|
||||
|
||||
// ── 后台线程:FFT + Mel 滤波 + Log ──
|
||||
// 所有数据(mono, window, _melFilters)在线程启动前已就绪,不需要同步。
|
||||
// 只写 pending[],不碰任何 Unity API。
|
||||
var thread = new Thread(() =>
|
||||
{
|
||||
// Blackman-Harris(4 项最小旁瓣窗):旁瓣 ≤ -92dB,远优于 Hann 的 -32dB。
|
||||
// 代价:主瓣宽度比 Hann 宽约 60%,但 FFT_SIZE=4096 下仍只有 ~22Hz,
|
||||
// 远窄于 Mel 滤波器间距,不影响频率分辨率。
|
||||
float[] window = new float[FFT_SIZE];
|
||||
float bhA0 = 0.35875f, bhA1 = 0.48829f, bhA2 = 0.14128f, bhA3 = 0.01168f;
|
||||
float invN1 = 1f / (FFT_SIZE - 1);
|
||||
for (int i = 0; i < FFT_SIZE; i++)
|
||||
{
|
||||
float p = Mathf.PI * 2f * i * invN1;
|
||||
window[i] = bhA0 - bhA1 * Mathf.Cos(p) + bhA2 * Mathf.Cos(2f * p) - bhA3 * Mathf.Cos(3f * p);
|
||||
}
|
||||
|
||||
float[] real = new float[FFT_SIZE];
|
||||
float[] imag = new float[FFT_SIZE];
|
||||
float[] power = new float[FFT_SIZE / 2];
|
||||
|
||||
for (int f = 0; f < totalFrames; f++)
|
||||
{
|
||||
int offset = f * HOP_SIZE;
|
||||
|
||||
// 加窗:mono[offset + i] × window[i] → real[i]
|
||||
for (int i = 0; i < FFT_SIZE; i++)
|
||||
{
|
||||
int idx = offset + i;
|
||||
real[i] = idx < totalSamples ? mono[idx] * window[i] : 0f;
|
||||
imag[i] = 0f;
|
||||
}
|
||||
|
||||
// 原位 Cooley-Tukey radix-2 FFT → real/imag 为复频谱
|
||||
FFT(real, imag);
|
||||
|
||||
// 功率谱 |X|² = real² + imag²(只取前 N/2 个正频率 bin)
|
||||
for (int i = 0; i < FFT_SIZE / 2; i++)
|
||||
power[i] = real[i] * real[i] + imag[i] * imag[i];
|
||||
|
||||
// Mel 三角滤波:每个 Mel bin 是若干 FFT bin 的加权和
|
||||
int row = f * MEL_BINS;
|
||||
for (int m = 0; m < MEL_BINS; m++)
|
||||
{
|
||||
float e = 0f;
|
||||
var filter = _melFilters[m];
|
||||
for (int i = 0; i < FFT_SIZE / 2; i++)
|
||||
e += power[i] * filter[i];
|
||||
// 存 Log(energy) 而不是 raw energy!
|
||||
// 人耳对声压的感知是对数的,且 Log 压缩后帧循环不再需要 Mathf.Log。
|
||||
pending[row + m] = Mathf.Log(Mathf.Max(e, 1e-10f));
|
||||
}
|
||||
|
||||
// 每算完 16 帧(≈ 186ms @11.6ms/帧),更新进度计数器。
|
||||
// Volatile.Write 保证对主线程可见,同时隐含 release 语义,
|
||||
// 确保写 pending[] 的 stores 在写 _framesComputed 之前完成。
|
||||
if ((f & 15) == 0 || f == totalFrames - 1)
|
||||
_framesComputed = f + 1; // volatile 写入,主线程立即可见
|
||||
}
|
||||
|
||||
_cacheReady = true; // 通知主线程
|
||||
});
|
||||
thread.IsBackground = true; // 应用程序退出时自动终止
|
||||
thread.Start();
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// Mel 三角滤波器组
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>构建 Mel 三角滤波器组。
|
||||
/// 在 Mel 尺度上均匀放置 MEL_BINS 个三角滤波器,每个覆盖 3 个 Mel 点(左/中心/右)。
|
||||
/// 频率范围:0 ~ sampleRate/2 Hz。
|
||||
/// 三角峰值为 1(归一化),相邻滤波器间交叠 ≈ 50%。</summary>
|
||||
private void BuildMelFilterBank()
|
||||
{
|
||||
int half = FFT_SIZE / 2;
|
||||
float freqMax = _sampleRate / 2f; // Nyquist 频率
|
||||
float melMin = FreqToMel(0f);
|
||||
float melMax = FreqToMel(freqMax);
|
||||
|
||||
// 每个 FFT bin 的频率(Hz)
|
||||
float[] binFreq = new float[half];
|
||||
for (int i = 0; i < half; i++)
|
||||
binFreq[i] = (float)i / FFT_SIZE * _sampleRate;
|
||||
|
||||
_melFilters = new float[MEL_BINS][];
|
||||
for (int m = 0; m < MEL_BINS; m++)
|
||||
{
|
||||
// 在 Mel 尺度上等距取三个点:左 / 中心 / 右
|
||||
float mL = melMin + (melMax - melMin) * (m) / (MEL_BINS + 1);
|
||||
float mC = melMin + (melMax - melMin) * (m + 1) / (MEL_BINS + 1);
|
||||
float mR = melMin + (melMax - melMin) * (m + 2) / (MEL_BINS + 1);
|
||||
float fL = MelToFreq(mL), fC = MelToFreq(mC), fR = MelToFreq(mR);
|
||||
|
||||
// 三角滤波器:左→中心上升段,中心→右下降段,其余为 0
|
||||
var filter = new float[half];
|
||||
for (int i = 0; i < half; i++)
|
||||
{
|
||||
float f = binFreq[i];
|
||||
if (f >= fL && f < fC)
|
||||
filter[i] = (f - fL) / (fC - fL); // 上升
|
||||
else if (f >= fC && f < fR)
|
||||
filter[i] = (fR - f) / (fR - fC); // 下降
|
||||
// else: 0
|
||||
}
|
||||
_melFilters[m] = filter;
|
||||
}
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// FFT — 实序列原位 Cooley-Tukey radix-2 DIT(时域抽取)
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>一维实序列 FFT(正变换)。
|
||||
/// 输入:real[i] = 实部(时域信号),imag[i] = 0。
|
||||
/// 输出:real[i] + j×imag[i] = 复频谱(0 ~ sampleRate,对称)。
|
||||
/// 只需要前 N/2 个 bin(0 ~ Nyquist)做功率谱计算。
|
||||
///
|
||||
/// radix-2 = 输入长度必须为 2 的幂(FFT_SIZE = 1024 ✅)。
|
||||
/// DIT = 先 bit-reversal 重排,再逐级蝶形运算。</summary>
|
||||
private static void FFT(float[] real, float[] imag)
|
||||
{
|
||||
int n = real.Length;
|
||||
|
||||
// 1. Bit-reversal 重排:使蝶形运算的输入自然有序
|
||||
for (int i = 1, j = 0; i < n; i++)
|
||||
{
|
||||
int bit = n >> 1;
|
||||
for (; j >= bit; bit >>= 1) j -= bit;
|
||||
j += bit;
|
||||
if (i < j)
|
||||
{
|
||||
(real[i], real[j]) = (real[j], real[i]);
|
||||
(imag[i], imag[j]) = (imag[j], imag[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 蝶形运算:逐级合并,len = 2 → 4 → 8 → ... → n
|
||||
for (int len = 2; len <= n; len <<= 1)
|
||||
{
|
||||
float ang = 2f * Mathf.PI / len; // 旋转因子角度
|
||||
float wlenR = Mathf.Cos(ang);
|
||||
float wlenI = -Mathf.Sin(ang); // 负号 = 正变换
|
||||
|
||||
for (int i = 0; i < n; i += len)
|
||||
{
|
||||
float wr = 1f, wi = 0f; // 初始旋转因子 = 1
|
||||
int half = len >> 1;
|
||||
for (int j = 0; j < half; j++)
|
||||
{
|
||||
int i1 = i + j; // 偶序号
|
||||
int i2 = i + j + half; // 奇序号
|
||||
// t = W × X[i2]
|
||||
float tr = wr * real[i2] - wi * imag[i2];
|
||||
float ti = wr * imag[i2] + wi * real[i2];
|
||||
// 蝶形:X[i1] = X[i1] + t, X[i2] = X[i1] - t
|
||||
real[i2] = real[i1] - tr;
|
||||
imag[i2] = imag[i1] - ti;
|
||||
real[i1] += tr;
|
||||
imag[i1] += ti;
|
||||
// 更新旋转因子
|
||||
(wr, wi) = (wr * wlenR - wi * wlenI, wr * wlenI + wi * wlenR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// Mel 尺度转换
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>频率(Hz)→ Mel 值。m = 2595 × log10(1 + f/700)。</summary>
|
||||
private static float FreqToMel(float f) => MEL_A * Mathf.Log10(1f + f / MEL_B);
|
||||
|
||||
/// <summary>Mel 值 → 频率(Hz)。f = 700 × (10^(m/2595) - 1)。</summary>
|
||||
private static float MelToFreq(float m) => MEL_B * (Mathf.Pow(10f, m / MEL_A) - 1f);
|
||||
|
||||
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
// 纹理 / LUT / Bin 表
|
||||
// ══════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>创建或重建纹理与辅助表。</summary>
|
||||
private void InitTexture(int w, int h)
|
||||
{
|
||||
// 纹理格式 RGBA32 = 每像素 4 字节(R/G/B/A × byte),与 Color32 结构一致。
|
||||
// mipChain: false = 不生成 mipmap,节省 GPU 内存和 upload 带宽。
|
||||
_texture = new Texture2D(w, h, TextureFormat.RGBA32, false);
|
||||
_texture.filterMode = FilterMode.Point; // 无插值,每格锐利显示频率带
|
||||
_texture.wrapMode = TextureWrapMode.Clamp; // 边缘不循环
|
||||
|
||||
_pixels32 = new Color32[w * h];
|
||||
var bg = (Color32)Color.clear; // 全透明背景
|
||||
for (int i = 0; i < _pixels32.Length; i++)
|
||||
_pixels32[i] = bg;
|
||||
_texture.SetPixelData(_pixels32, 0);
|
||||
_texture.Apply(false);
|
||||
|
||||
if (targetImage != null)
|
||||
targetImage.texture = _texture;
|
||||
|
||||
// 预计算 y → bin 索引:每行 y 映射到最近的 Mel 滤波器
|
||||
_binForY = new int[h];
|
||||
for (int y = 0; y < h; y++)
|
||||
_binForY[y] = Mathf.Clamp(
|
||||
Mathf.RoundToInt((float)y / h * MEL_BINS),
|
||||
0, MEL_BINS - 1);
|
||||
|
||||
_appliedGradient = null; // 强制下次重建 LUT
|
||||
}
|
||||
|
||||
/// <summary>构建 256 级颜色 LUT。
|
||||
/// 用户设置了 Gradient → 每次重建(Inspector 修改不改变引用)。
|
||||
/// 使用默认 Gradient → 缓存到静态引用。</summary>
|
||||
private void BuildColorLut()
|
||||
{
|
||||
var grad = colorGradient != null ? colorGradient : GetDefaultGradient();
|
||||
|
||||
// 只在「使用默认 Gradient 且已缓存」时跳过重建
|
||||
if (colorGradient == null && _appliedGradient == grad && _colorLut != null)
|
||||
return;
|
||||
|
||||
_colorLut = new Color32[256];
|
||||
for (int i = 0; i < 256; i++)
|
||||
_colorLut[i] = (Color32)grad.Evaluate(i / 255f);
|
||||
_appliedGradient = grad;
|
||||
}
|
||||
|
||||
/// <summary>默认半透渐变:低能透明 → 深紫 → 青蓝 → 青绿 → 金黄 → 白。
|
||||
/// 透明度逐渐升高,叠在曲线下方也不会遮挡。</summary>
|
||||
private static Gradient _defaultGradient;
|
||||
|
||||
private static Gradient GetDefaultGradient()
|
||||
{
|
||||
if (_defaultGradient != null) return _defaultGradient;
|
||||
|
||||
_defaultGradient = new Gradient();
|
||||
_defaultGradient.SetKeys(
|
||||
new GradientColorKey[]
|
||||
{
|
||||
new GradientColorKey(new Color(0.4f, 0.1f, 0.6f), 0f),
|
||||
new GradientColorKey(new Color(0f, 0.6f, 0.8f), 0.35f),
|
||||
new GradientColorKey(new Color(0.2f, 0.9f, 0.5f), 0.6f),
|
||||
new GradientColorKey(new Color(1f, 0.85f,0.3f), 0.8f),
|
||||
new GradientColorKey(Color.white, 1f),
|
||||
},
|
||||
new GradientAlphaKey[]
|
||||
{
|
||||
new GradientAlphaKey(0f, 0f),
|
||||
new GradientAlphaKey(0.5f, 0.15f),
|
||||
new GradientAlphaKey(0.75f,0.4f),
|
||||
new GradientAlphaKey(0.9f, 0.7f),
|
||||
new GradientAlphaKey(1f, 1f),
|
||||
}
|
||||
);
|
||||
return _defaultGradient;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 890ea908890460d418719dd90440863b
|
||||
@@ -36,7 +36,16 @@ namespace Ichni.Editor
|
||||
|
||||
private string BeatText;
|
||||
private string TimeText;
|
||||
private AudioMelSpectrogram _audioMelSpectrogram = new();
|
||||
|
||||
/// <summary>Mel 频谱图渲染目标 RawImage。请在 Inspector 中指定 Timeline 下的 RawImage 子对象。</summary>
|
||||
public RawImage spectrogramTarget;
|
||||
|
||||
/// <summary>可选的频谱图颜色渐变。为 null 时使用 AudioMelSpectrogram 内置默认渐变。</summary>
|
||||
public Gradient spectrogramGradient;
|
||||
|
||||
/// <summary>频谱图纹理分辨率缩放。0.5 = 半分辨率。</summary>
|
||||
[Range(0.1f, 1f)] public float spectrogramResolutionScale = 0.5f;
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
@@ -50,6 +59,14 @@ namespace Ichni.Editor
|
||||
UpdateTime();
|
||||
});
|
||||
|
||||
// ── 初始化 Mel 频谱图 ──
|
||||
if (_audioMelSpectrogram != null)
|
||||
{
|
||||
_audioMelSpectrogram.targetImage = spectrogramTarget;
|
||||
_audioMelSpectrogram.resolutionScale = spectrogramResolutionScale;
|
||||
if (spectrogramGradient != null)
|
||||
_audioMelSpectrogram.colorGradient = spectrogramGradient;
|
||||
}
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
@@ -65,7 +82,16 @@ namespace Ichni.Editor
|
||||
DetectPointer();
|
||||
}
|
||||
|
||||
|
||||
// ── Mel 频谱图每帧刷新 ──
|
||||
if (_audioMelSpectrogram != null && musicPlayer != null && musicPlayer.audioSource != null && timePointerModule != null)
|
||||
{
|
||||
float visibleWidth = spectrogramTarget != null
|
||||
? spectrogramTarget.rectTransform.rect.width
|
||||
: GetComponent<RectTransform>().rect.width;
|
||||
float visTimeRange = Mathf.Max(1f, visibleWidth / timePointerModule.timePointerInterval * timePerBeat);
|
||||
_audioMelSpectrogram.UpdateView(musicPlayer.audioSource,
|
||||
songTime, songTime + visTimeRange);
|
||||
}
|
||||
}
|
||||
private void DetectSetRange()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user