t1 / TFDContents / Assets / KinectDemos / VariousDemos / Scripts / KinectAudioTracker.cs @ 10
이력 | 보기 | 이력해설 | 다운로드 (4.64 KB)
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#if !(UNITY_WSA_10_0 && NETFX_CORE) |
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using UnityEngine; |
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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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using System.Text; |
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using Microsoft.Kinect; |
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using Windows.Kinect; |
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using KinectAudioSource = Windows.Kinect.AudioSource; |
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public class KinectAudioTracker : MonoBehaviour |
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{
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[Tooltip("GUI-Text to display status messages.")]
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public GUIText statusText; |
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[Tooltip("Last observed audio beam angle in radians, in the range [-pi/2, +pi/2]")]
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[NonSerialized] |
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public float beamAngleRad = 0; |
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[Tooltip("Last observed audio beam angle in degrees, in the range [-180, +180]")]
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public float beamAngleDeg = 0; |
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[Tooltip("Last observed audio beam angle confidence, in the range [0, 1]")]
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public float beamAngleConfidence = 0; |
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private KinectAudioSource audioSource ; |
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private AudioBeamFrameReader audioReader = null; |
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void Start() |
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{
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Kinect2Interface sensorInterface = KinectManager.Instance.GetSensorData().sensorInterface as Kinect2Interface; |
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Windows.Kinect.KinectSensor kinectSensor = sensorInterface != null ? sensorInterface.kinectSensor : null; |
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if (kinectSensor != null) |
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{
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this.audioSource = kinectSensor.AudioSource; |
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this.audioReader = audioSource.OpenReader(); |
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Debug.Log("AudioSource IsActive: " + audioSource.IsActive);
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if (audioReader != null) |
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{
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Debug.Log("KinectAudio successfully initialized.");
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} |
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else |
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{
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Debug.Log("KinectAudio initialization failed.");
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} |
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} |
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} |
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void Update() |
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{
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if (audioReader != null) |
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{
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ProcessAudioFrame(); |
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} |
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} |
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void OnDestroy() |
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{
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if (audioReader != null) |
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{
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this.audioReader.Dispose(); |
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this.audioReader = null; |
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//Debug.Log("KinectAudio destroyed.");
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} |
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} |
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private void ProcessAudioFrame() |
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{
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IList<AudioBeamFrame> frameList = audioReader.AcquireLatestBeamFrames(); |
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//AudioBeamFrameList frameList = (AudioBeamFrameList)reader.AcquireLatestBeamFrames(); |
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if (frameList != null) |
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{
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if (frameList[0] != null) |
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{
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if (frameList[0].SubFrames != null && frameList[0].SubFrames.Count > 0) |
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{
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// Only one audio beam is supported. Get the sub frame list for this beam |
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List<AudioBeamSubFrame> subFrameList = frameList[0].SubFrames.ToList(); |
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// Loop over all sub frames, extract audio buffer and beam information |
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foreach (AudioBeamSubFrame subFrame in subFrameList) |
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{
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// Check if beam angle and/or confidence have changed |
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bool updateBeam = false; |
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if (subFrame.BeamAngle != this.beamAngleRad) |
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{
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this.beamAngleRad = subFrame.BeamAngle; |
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this.beamAngleDeg = this.beamAngleRad * 180.0f / Mathf.PI; |
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updateBeam = true; |
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//Debug.Log("beam angle: " + beamAngleDegrees);
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} |
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if (subFrame.BeamAngleConfidence != this.beamAngleConfidence) |
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{
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this.beamAngleConfidence = subFrame.BeamAngleConfidence; |
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updateBeam = true; |
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//Debug.Log("beam angle confidence: " + beamAngleRadians);
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} |
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if (updateBeam) |
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{
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// Refresh display of audio beam |
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if (statusText) |
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{
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statusText.text = string.Format("Audio beam angle: {0:F0} deg., Confidence: {1:F0}%", beamAngleDeg, beamAngleConfidence * 100f);
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} |
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} |
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} |
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} |
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// else |
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// {
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// this.beamAngle = frameList[0].AudioBeam.BeamAngle; |
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// Debug.Log("No SubFrame: "+ frameList[0].AudioBeam.BeamAngle);
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// } |
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} |
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// else |
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// {
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// Debug.Log("Empty Audio Frame: "+ audioSource.AudioBeams.Count());
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// if (audioSource.AudioBeams.Count() > 0) |
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// Debug.Log(audioSource.AudioBeams[0].BeamAngle); |
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// |
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// } |
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} |
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// else |
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// {
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// Debug.Log("Empty Audio Frame");
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// } |
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// clean up |
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for(int i = frameList.Count - 1; i >= 0; i--) |
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{
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AudioBeamFrame frame = frameList[i]; |
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if(frame != null) |
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{
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frame.Dispose(); |
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} |
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} |
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//frameList.Clear(); |
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} |
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private void Reader_FrameArrived(object sender, AudioBeamFrameArrivedEventArgs e) |
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{
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ProcessAudioFrame(); |
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} |
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} |
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#endif |