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Audio reactive prefabs for VRChat

License: Other

C# 25.06% ShaderLab 31.17% GLSL 22.84% HLSL 20.25% C 0.54% Batchfile 0.01% CSS 0.03% HTML 0.10% Shell 0.01%

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audiolink's Issues

9 System.Exceptions

Unity 2019.4.31f1, AudioLink 0.2.7, UdonSharp 0.20.3

I am a huge newbie when it comes to Udon and Udonsharp. But I followed the install instructions for both AudioLink and UdonSharp, but it throws a few errors when compiling the code.

image

Modified AudioLink component settings don't manifest in-world

Today, if you make changes to the AudioLink component and upload to a VRC world, only the Gain control actually survives upload.
World used to test: https://vrchat.com/home/world/wrld_06ec7076-f5a6-4248-a786-0f222f524f61
AudioLink Component Settings: https://i.imgur.com/gaEndmq.png
In-game result: https://i.imgur.com/ZKBgv6S.png

The recent GlobalSlider bug gave me the idea to cut out the middle man and just move the slider for these controls directly in the editor, as opposed to on the AudioLink component, or via any other scripts and/or shaders. This works, but is far from user-friendly, and is not how this is supposed to work, as it was explained to me. My suspicion is that GlobalSlider is incorrectly re-initializing these values, but that might just be recency bias.

Working after directly modifying sliders in editor: https://i.imgur.com/yo6b9ES.png

pi Aurora Failed to import (got any ideas or is this Pi's issue?)

Shader error in 'pi/Aurora': failed to open source file: '../../AudioLink/Shaders/AudioLink.cginc' at line 49 (on d3d11)

Compiling Fragment program with GEOM_TYPE_MESH
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Please Document the VPM Install Method

Feature Description:
Please document the install method for those who use the CLI / VPM.

vpm add package com.llealloo.audiolink

Additional context:
Not everyone develops on Windows! Thanks!

NullReferenceException whenever using the "Link all sound reacive objects to this AudioLink"

If this is not the right place to report bugs or there is already a thread about this error i am terribly sorry this is my first time using the GitHub issues Tab (i made an account due to this)

Unity Version: 2019.4.31f1
Imported things:

  • VRCSDK3-WORLD-2021.11.24.16.19_Public
  • UdonSharp v0.20.3 (the latest on GitHub)
  • AudioLink 0.2.7 Full

Opened Example scene pressed "Link all sound reacive objects to this AudioLink" Found in the audio Link but everytime i do it, no matter what AudioLink no matter what UnityProject i always get this error:

NullReferenceException: Object reference not set to an instance of an object VRCAudioLink.AudioLinkEditor.LinkAll () (at Assets/AudioLink/Scripts/AudioLink.cs:409) VRCAudioLink.AudioLinkEditor.OnInspectorGUI () (at Assets/AudioLink/Scripts/AudioLink.cs:399) UdonSharpEditor.UdonBehaviourOverrideEditor.OnInspectorGUI () (at Assets/UdonSharp/Editor/Editors/UdonSharpBehaviourEditor.cs:507) UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <3d9f46ac475f4fa9a3b71bacf80244a8>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

I have tried reinstalling Unity.
I have checked everything is up to date.
I have tried both an Example Scene and the "Getting Started".

I have yet to find a Solution.
If you need any further info just ask.

Is this just me reading the Setup wrong since its my first time using AudioLink in general?

Chronotensity slows down unexpectedly

Describe the bug in detail:
When driving something with Chronotensity and I have it in a state where it should be driven continuously, it does not keep the same intensity but slows down

Expected behavior:
I would expect chronotensity to be driven continuously at same intensity with same input

Auto gain

Add auto gain to track volume level and automatically adjust sensitivity

System Exception Error

I have updated a previously built world to the current version of Audiolink 0.2.5 and once Audiolink and Audiolink Controller prefabs are placed into the world Hierarchy, the inspector for Audiolink is throwing the following compile error:

Assets/AudioLink/Scripts/AudioLink.cs(20,0): System.Exception: User type AudioLink could not be found

The update was done step by step, and tested at each step, until reaching this failure point.

Updated project to 2019.4.30f1 - World tested OK
Updated to SDK3-WORLD-2021.09.03.09.25 - World tested OK
Made backup copy
Updated Udonsharp from 0.19.11 to 0.20.03 - World tested OK
Made backup copy
Updated Audiolink 0.2.4 to 0.2.5 - Compile error.

Any help appreciated.

isInstanceOwner is always 1

For some reason, reading the player info part of the AudioLink texture will always have the isInstanceOwner field set to 1. Player count and isMaster work as they should, but isInstanceOwner doesn't. You can also see this effect on the AudioLinkQuickView material that comes with the Unity package.

Name Space Error

error

Had this same error with another asset that uses Udon as well. Don't know if it is audio link issue or a udon.

Audiolink running error

Describe the bug in detail:
Packages\com.llealloo.audiolink\Editor\Scripts\AudioLinkAssetManager.cs(9,11): error CS0234: The type or namespace name 'PackageManagement' does not exist in the namespace 'VRC' (are you missing an assembly reference?)
Packages\com.llealloo.audiolink\Editor\Scripts\AudioLinkAssetManager.cs(10,11): error CS0234: The type or namespace name 'PackageManagement' does not exist in the namespace 'VRC' (are you missing an assembly reference?)

Provide steps/code to reproduce the bug:
Updating VRChat SDK- Worlds 3.2.1 with UdonSharp 1.1.8 using VCC installation will activate this error

Expected behavior:
Works fine

Additional Information:
Provide any additional information here.

No effects when in VRChat but fine in Unity

I'm new to using AudioLink so I could be doing something completely wrong, so apologies in advance.

I had implemented everything into my own world to have an annoying issue where AudioLink works fine in Unity play but as soon as I test and build to VRChat, nothing works but the audio still plays.

This also happens when using the ExampleScene.

I am using the latest SDK (2021.07.12.18.53) and UdonSharp (v0.20.1) on Unity 2018.4.20f1.
I also tried with UdonSharp v0.20.0 with no difference.

This is the error I am getting in the console from the ExampleScene:

NullReferenceException: Object reference not set to an instance of an object
VRCAudioLink.AudioLinkEditor.LinkAll () (at Assets/AudioLink/Scripts/AudioLink.cs:390)
VRCAudioLink.AudioLinkEditor.OnInspectorGUI () (at Assets/AudioLink/Scripts/AudioLink.cs:380)
UdonSharpEditor.UdonBehaviourOverrideEditor.OnInspectorGUI () (at Assets/UdonSharp/Editor/Editors/UdonSharpBehaviourEditor.cs:507)
UnityEditor.InspectorWindow.DoOnInspectorGUI (System.Boolean rebuildOptimizedGUIBlock, UnityEditor.Editor editor, System.Boolean wasVisible, UnityEngine.Rect& contentRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1647)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Appreciate the help.

Audiolink give me errors with UdonSharp on import

I have a problem when im try to use AudioLink in my project, for some reason when I import the AudioLink package UdonSharp give me errors, this is the first:

error1

Later I add the Audiolink Prefab to my scene, and when I open it to configure, give me this another error:

error2

I tried deleting the Udon Behaviour and put it again, and when im going to put the AudioLink im his space my Unity crash intannely...
And obviously it won't let me upload the map to vrchat...

Im using Unity 2019.4.31f1, with VRChat Creator Companion, with the last update of everything, UdonSharp, Audiolink...
I tryed everything and read the frequent questions a lot of times and nothing work, any idea what could be wrong?

Thanks

U# Compile error

image
image

U# scripts are producing compile errors when imported.
Other U# Scripts are works fine

Unity version: 2019.4.31f1
VRCSDK: 2022.06.03.00.03
U# Version: 0.20.3
AudioLink: 0.2.8

v0.2.5 no more spectrumui?

It seems that the AudioLinkSpectrumUI shader is no longer included in the package - the controller prefab is showing like this:

image

and if I go looking for the shader on the mat_audioLinkSpectrumUI material...

image

Wrong default transform values "AudioLink" prefab.

If you put prefab "AudioLink" in the Hierarchy instead of scene, it's crazy it has transform coords with extreme values at
73795, 99824, 92375.

Please, reset the transform part at 0,0,0.
All prefabs should checked at default transform position and rotation. Not such extreme values.

Unity 2022 SPS-I error in AudioLinkControllerLogo

Describe the bug in detail:
Unity 2022 seems to have changed some things about SPS-I, causing the SPS-I support in AudioLinkControllerLogo to break.

Provide steps/code to reproduce the bug:
Build a world with AudioLink 1.2.0 in Unity 2022.3.6f/SDK3.5.0 casues a shader error in STEREO_INSTANCING_ON pass.

Expected behavior:
No shader error should occur, SPS-I should be implemented properly.

Additional Information:

Shader error in 'AudioLink/Internal/AudioLinkControllerLogo': invalid subscript 'instanceID' at line 49 (on d3d11)
Shader error in 'AudioLink/Internal/AudioLinkControllerLogo': 'UnitySetupInstanceID': no matching 1 parameter function at line 49 (on d3d11)

Compiling Subshader: 0, Pass: , Vertex program with STEREO_INSTANCING_ON
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING

Doesnt account for high FPS

Describe the bug in detail:
Audiolink doesnt account for high FPS, leading to things like 4 band data becoming more rapid with the higher FPS you have

Provide steps/code to reproduce the bug:
Enable and disable VSync in the unity editor while looking at a 4 band visual

Expected behavior:
Audiolinks FPS should be capped no matter the systems FPS

2023-06-13.09-38-54.mp4

Audio Volume is set to 0.01 in Audiolink Script making the audio really quiet

I've been trying to figure this out but since upgrading from 1.3 to 1.5 I noticed that everything I try has the same effect. The only way to get the audio-reactive elements to work makes the audio source set to 0.01 by the script, I have tried adding multiple audio sources to the Udon video player but the second audio source never works.

Custom Color Theme presets

Today, the AudioLink controller has an option to specify a custom color theme, but the colors chosen feel very 'prototype'-ey, and manually changing to a more fun/interesting color theme takes time and creativity.

It would be nice to have a selection of presets to draw inspiration from.

compatible assets

not sure if i should feel Poggers about it or if it's just an oversight but apparently Arktoon works with AudioLink.
If that's the case maybe add it to the list of compatible assets.

Leave world creates an avoidable log error

When the player leaves a world with AudioLink 0.3.2, an error will be throwed and this is visible in the log. A null or IsValid check is missing on the playerApi object (AudioLinks.cs:338).

Log:

2023.09.23 16:14:04 Error      -  [UdonBehaviour] An exception occurred during Udon execution, this UdonBehaviour will be halted.
VRC.Udon.VM.UdonVMException: The VM encountered an error!
Exception Message:
  An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__get_isInstanceOwner__SystemBoolean'.
      Parameter Addresses: 0x000000EA, 0x000000EB
  
  Object reference not set to an instance of an object.

AudioLink 0.3.2 error when importing.

Describe the bug in detail:
I get an error when importing AudioLink to my VRChat project. It is an avatar project.
Here is the error in question:

Packages\com.llealloo.audiolink\Editor\Scripts\AudioLinkAssetManager.cs(9,11): error CS0234: The type or namespace name 'PackageManagement' does not exist in the namespace 'VRC' (are you missing an assembly reference?)

Packages\com.llealloo.audiolink\Editor\Scripts\AudioLinkAssetManager.cs(10,11): error CS0234: The type or namespace name 'PackageManagement' does not exist in the namespace 'VRC' (are you missing an assembly reference?)

Provide steps/code to reproduce the bug:
Import VRCSDK using CreatorCompanion.
Import AudioLink after importing other essential packages my project needs.
I get error.

Expected behavior:
Idk, for it to work?

Additional Information:
This is on an already started project i have been working on for 2 days now. Yes my SDK is the latest version. Yes the Unity version is the appropriate version. Yes I am using the CreatorCompanion to install this stuff. I am not new to avatar making but I am to audiolink and i wanted to experiment with it to get to understand it.
Version of AudioLink I am importing is 0.3.2

issue getting amplitude value before it gets clammed by the threshold

Describe the bug in detail:
hey guys so ive been useing the, getamplitudeatfrequency api call to get the amp from the audio link script, how ever ive ran into an issue. instead of getting the value from the bottom e.g 0 to the max value e.g as high as the threshold can go, its outputting the value as if the limit was the treshold. anyone know of anyway i can change this so i get the raw amplitude before it gets camped by the threshold? sorry if that dosent make sence i can explain more if needed.

Provide steps/code to reproduce the bug:
use the getamplitudeatfrequency api call to get the data and output it into console and check that with the aplitude ont he actual controler, youll see that it hits 1 arround the threshold not at the top of the visualer. e.g the max

Expected behavior:
i expected to get the raw data before it got clamped by the threshold.

Additional Information:
if there is a way to get the rawr data please let me know as this would be amazingly helpfull for my project.

Unexpected behavior with 3D audio sources

With version 0.1.4 (current at the time of this writing) and below, there is an issue with 3D audio where if the listener is far away from the audio source, it will attenuate the spectrum data.

A fix has been found and will be released shortly

Add AudioLink scripting define

To allow being able to conditionally include audiolink features without compilation errors for distributed udon# assets.

My usecase:
I have a single purpose plugin for ProTV that aides in integration of audiolink and protv when more than one video player is in use (such as the ProTV Modern prefab). Due to the requirement of audiolink to use this plugin, I have to have it be a separate package and remind people to not import it until they've imported the separate audiolink package as well. It would be nice to be able to wrap audiolink integrations in a scripting define to avoid having compiler errors happen when people import said package without knowing the full extent of requirements.

My use case is very niche, but I do believe that other, more useful tooling could be made with the help of a scripting define as well.

Theme Colors and Mode Revert to Default at Runtime

Describe the bug in detail:
Any custom values for AudioLink theme colors and theme mode dropdown revert to defaults at runtime.

Provide steps/code to reproduce the bug:

  1. Add AudioLink prefab and controller prefab to your scene.
  2. Change theme colors and/or mode in the inspector on the AudioLink script.
  3. Either build and test or enter play mode with ClientSim.
  4. Observe that the mode dropdown has been set back to ColorChord, and the theme colors have reverted to the default yellow, blue, red, green.

Expected behavior:
The theme colors and mode should retain the values set in the inspector before entering play mode.

Additional Information:
Tested with release 0.3.2
I was going to make a pull request; but in fixing it I managed to break sync for late joiners and I'm not well versed enough in U# networking to fix it myself. So I decided to just make an issue report instead.

Ability to select avatar sound as input data

Feature Description:
It would be cool if you could choose to use avatar sounds for input instead of just world sound.

Additional context:
Example if you are making a avatar with a song animation this would be very cool to use.

Change Audiosource at runtime

Hello, I've never created a world before so pardon me if this question is stupid:
Is there any way to change the AudioSource used by Audiolink at runtime?

Broken with latest SDK3?

AudioLink 0.2.4 seems to be broken on VRC SDK3-WORLD-2021.05.21.12.13_Public

I'm getting quite a few errors in the console and they're preventing the VRC SDK from building:

Assembly 'Assets/Udon/Editor/External/VRC.Udon.Compiler.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.

Assembly 'Assets/Udon/Editor/External/VRC.Udon.EditorBindings.dll' will not be loaded due to errors:
Unable to resolve reference 'Cinemachine'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.TextMeshPro'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

Assembly 'Assets/Udon/Editor/External/VRC.Udon.Graph.dll' will not be loaded due to errors:
Unable to resolve reference 'Cinemachine'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.TextMeshPro'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

Assembly 'Assets/Udon/Editor/External/VRC.Udon.VRCGraphModules.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.

How to install on an OS other then Windows using VCC?

Hi, i use linux to make my avatars and i can't install VCC nor can i get the command line utility to work, how would one go about installing this then?

Would it have something to do with the unitypackage in releases?

Memory leak issues with unity 2019

After updating my world to unity 2019, audiolink keeps filling the ram with RenderTextures. I disabled it and memory usage was fine until I enabled it again. In game the ram usage raises to around 10gb and then the game freezes every 5 seconds.
Edit: I'm not 100% sure about this I'm doing more testing.
Edit2: My bad. Nothing to do with audiolink it was this issue: https://feedback.vrchat.com/bug-reports/p/1121-vram-leak-when-using-vrccustomrendererbehaviourrendererextensionsupdategima

After starting unity in play mode:
fresh

After 30 minutes:
leak

AVPro problem with low pass filter on audio source

Hello!

I've been trying to find information on this problem that I ran into but so far no luck, so I'm hoping it's okay if I open this ticket here.

I'm using unity version 2019.4.31f1, and the latest version of all the stuff involved (as of the writing of this), such as u#, u# player, vrc SDK.

The problem is as follows:
I want to be able to use audiolink in my world with both regular videos and live streams, from the same audio source, and a single instance of audiolink , without the need to switch things around (beyond the player of course), since that is cumbersome. I've been able to do this, by having the same audio source as the target of the vrc unity video player and be a source for AVpro (adding the avpro speaker component to it). In the world I want to use this however, I'd like to have a low pass filter applied to the source so at a distance the music gets muffled. This works fine in regular video mode, but as soon as I switch to stream mode in the player (u# player), while audio still plays just fine , AudioLink stops receiving audio data seemingly. When I remove the low pass filter component, it works again in stream mode.

Now I do realize that AVpro doesn't care about the filter and it doesn't work for the audio , at least it works for regular videos, but because audiolink stops working when the player is in stream mode , and I don't want to use multiple audio sources and switch around, AND unfortunately the vrc unity video player , while theoretically supporting it, can't output to multiple audio sources (only element0 works), this basically prohibits me from using the low pass filter (since then audiolink wont work in stream mode). It would be nice if audiolink would keep working with AVpro even with the filter component applied to the audio source.

I realize that is a bit long winded and I'm not sure if I explained this well enough...hopefully yes.

Thank you,

Best Regards,

Adam

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