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c# - 读取麦克风分贝和音调/频率

转载 作者:行者123 更新时间:2023-11-30 22:58:24 30 4
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我正在尝试制作一款游戏,当麦克风发出足够响亮的声音时,我的角色会射击(在 Unity 中)。但是我不知道如何开始。

感谢您的帮助!

最佳答案

您可以通过使用 AudioSource.GetOutputData 检索当前播放的麦克风输出数据 block 来获取麦克风的分贝数功能。要从此数据中获取 dB,您需要对数据样本求和,然后计算 RMS。这是 RMS 值,您可以使用 20 * Mathf.Log10 (RMS/refVal) 计算 dB。

Unity's post 上有关于此的完整示例.您可以阅读它以获取更多信息,下面的代码基于此:

public float rmsVal;
public float dbVal;
public float pitchVal;

private const int QSamples = 1024;
private const float RefValue = 0.1f;
private const float Threshold = 0.02f;

float[] _samples;
private float[] _spectrum;
private float _fSample;

void Start()
{
_samples = new float[QSamples];
_spectrum = new float[QSamples];
_fSample = AudioSettings.outputSampleRate;
}

void Update()
{
AnalyzeSound();

Debug.Log("RMS: " + rmsVal.ToString("F2"));
Debug.Log(dbVal.ToString("F1") + " dB");
Debug.Log(pitchVal.ToString("F0") + " Hz");
}

void AnalyzeSound()
{
GetComponent<AudioSource>().GetOutputData(_samples, 0); // fill array with samples
int i;
float sum = 0;
for (i = 0; i < QSamples; i++)
{
sum += _samples[i] * _samples[i]; // sum squared samples
}
rmsVal = Mathf.Sqrt(sum / QSamples); // rms = square root of average
dbVal = 20 * Mathf.Log10(rmsVal / RefValue); // calculate dB
if (dbVal < -160) dbVal = -160; // clamp it to -160dB min
// get sound spectrum
GetComponent<AudioSource>().GetSpectrumData(_spectrum, 0, FFTWindow.BlackmanHarris);
float maxV = 0;
var maxN = 0;
for (i = 0; i < QSamples; i++)
{ // find max
if (!(_spectrum[i] > maxV) || !(_spectrum[i] > Threshold))
continue;

maxV = _spectrum[i];
maxN = i; // maxN is the index of max
}
float freqN = maxN; // pass the index to a float variable
if (maxN > 0 && maxN < QSamples - 1)
{ // interpolate index using neighbours
var dL = _spectrum[maxN - 1] / _spectrum[maxN];
var dR = _spectrum[maxN + 1] / _spectrum[maxN];
freqN += 0.5f * (dR * dR - dL * dL);
}
pitchVal = freqN * (_fSample / 2) / QSamples; // convert index to frequency
}

关于c# - 读取麦克风分贝和音调/频率,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53030560/

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