From 1dc7d0f252cd7468ed6abf66e8dcbbe4f1e4aeb5 Mon Sep 17 00:00:00 2001 From: Pema Malling Date: Sat, 9 Dec 2023 17:25:52 +0100 Subject: [PATCH] This is 1.2.1 --- .../workflows/StandaloneMetadata/package.json | 2 +- CHANGELOG.md | 12 ++++++ .../Editor/Scripts/AudioLinkAssetManager.cs | 2 +- .../Runtime/Scripts/AudioLink.cs | 2 +- .../Runtime/VERSION.txt | 2 +- Packages/com.llealloo.audiolink/package.json | 2 +- README.md | 40 +++++-------------- 7 files changed, 27 insertions(+), 35 deletions(-) diff --git a/.github/workflows/StandaloneMetadata/package.json b/.github/workflows/StandaloneMetadata/package.json index 8fa016df..aae973ef 100644 --- a/.github/workflows/StandaloneMetadata/package.json +++ b/.github/workflows/StandaloneMetadata/package.json @@ -1,7 +1,7 @@ { "name" : "com.llealloo.audiolink", "displayName" : "AudioLink", - "version" : "1.2.0", + "version" : "1.2.1", "unity" : "2022.3", "description" : "Audio reactive prefabs for VRChat", "gitDependencies" : {}, diff --git a/CHANGELOG.md b/CHANGELOG.md index cb498312..0a64ca8a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,17 @@ # Changelog +## 1.2.1 - December 9th, 2023 +### Changes +- Enabled Async GPU readbacks on mobile platforms, including Quest. This let's you access data via Udon much more cheaply. To facilitate this, AudioLink now requires Unity 2022.3 or newer. (pema) +- Moved the AudioLink menu in the top menu bar into the "Tools" submenu, to bring it in line with other similar packages. (techanon) +- Updated the "Add AudioLink Prefab to Scene" button to check for the existence of a prefab before adding a new one. (techanon) +- Made the controller call `AudioLink.AudioLinkEnable` and `AudioLink.AudioLinkDisable` instead of toggling the AudioLink GameObject. (Nestorboy) + +### Bugfixes +- Fixed normals being incorrectly flipped on the logo of the AudioLink controller. (llealloo) +- Fixed a bug where shader ID's used by AudioLink weren't properly initialized in some cases. (Nestorboy) +- Updated the shader used for the AudioLink controller logo to support single pass stereo instanced rendering. (Nestorboy) + ## 1.2.0 - October 9th, 2023 ### Changes - **Important for shader developers:** Deprecated AudioLinkGetVersion() and replaced it with AudioLinkGetVersionMajor() and AudioLinkGetVersionMinor(). For this current release, major will read 1.0f, and minor will read 2.0f. Unfortunately, the recent 1.0.0 and 1.1.0 versions will be detected as 0 on the major version due to an oversight. These should be the only versions in existence with an incorrect version number. For all other versions, these 2 functions are backwards compatible. Any shaders going forward should use these 2 functions, or read directly from green (major version) and alpha (minor version) of the pixel at `ALPASS_GENERALVU`. diff --git a/Packages/com.llealloo.audiolink/Editor/Scripts/AudioLinkAssetManager.cs b/Packages/com.llealloo.audiolink/Editor/Scripts/AudioLinkAssetManager.cs index a5adecb5..2bb88029 100644 --- a/Packages/com.llealloo.audiolink/Editor/Scripts/AudioLinkAssetManager.cs +++ b/Packages/com.llealloo.audiolink/Editor/Scripts/AudioLinkAssetManager.cs @@ -45,7 +45,7 @@ public static void OpenExampleScene() { if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { - string baseAssetsPath = "Samples/AudioLink/1.2.0"; + string baseAssetsPath = "Samples/AudioLink/1.2.1"; string packagePath = "Packages/com.llealloo.audiolink/Samples~/AudioLinkExampleScene"; string assetsPath = Path.Combine("Assets", baseAssetsPath, "AudioLinkExampleScene"); if (!Directory.Exists(Path.Combine(Application.dataPath, baseAssetsPath, "AudioLinkExampleScene"))) diff --git a/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.cs b/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.cs index 98251af1..81b6b611 100644 --- a/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.cs +++ b/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.cs @@ -25,7 +25,7 @@ public partial class AudioLink : MonoBehaviour #endif { const float AudioLinkVersionNumberMajor = 1.00f; - const float AudioLinkVersionNumberMinor = 2.00f; + const float AudioLinkVersionNumberMinor = 2.01f; [Header("Main Settings")] [Tooltip("Should be used with AudioLinkInput unless source is 2D. WARNING: if used with a custom 3D audio source (not through AudioLinkInput), audio reactivity will be attenuated by player position away from the Audio Source")] diff --git a/Packages/com.llealloo.audiolink/Runtime/VERSION.txt b/Packages/com.llealloo.audiolink/Runtime/VERSION.txt index 867e5243..cb174d58 100644 --- a/Packages/com.llealloo.audiolink/Runtime/VERSION.txt +++ b/Packages/com.llealloo.audiolink/Runtime/VERSION.txt @@ -1 +1 @@ -1.2.0 \ No newline at end of file +1.2.1 \ No newline at end of file diff --git a/Packages/com.llealloo.audiolink/package.json b/Packages/com.llealloo.audiolink/package.json index 8fa016df..aae973ef 100644 --- a/Packages/com.llealloo.audiolink/package.json +++ b/Packages/com.llealloo.audiolink/package.json @@ -1,7 +1,7 @@ { "name" : "com.llealloo.audiolink", "displayName" : "AudioLink", - "version" : "1.2.0", + "version" : "1.2.1", "unity" : "2022.3", "description" : "Audio reactive prefabs for VRChat", "gitDependencies" : {}, diff --git a/README.md b/README.md index e406e9c5..740fe2ca 100644 --- a/README.md +++ b/README.md @@ -12,37 +12,17 @@ The per-frequency audio amplitude data is first read briefly into Udon using Uni ### [Frequently Asked Questions](FAQ.md) ### [Documentation for shader creators](https://github.com/llealloo/vrc-udon-audio-link/tree/master/Docs) -## 1.2.0 - October 9th, 2023 +## 1.2.1 - December 9th, 2023 ### Changes -- **Important for shader developers:** Deprecated AudioLinkGetVersion() and replaced it with AudioLinkGetVersionMajor() and AudioLinkGetVersionMinor(). For this current release, both will return 1.0f. Unfortunately, the recent 1.0.0 and 1.1.0 versions will be detected as 0 on the major version due to an oversight. These should be the only versions in existence with an incorrect version number. For all other versions, these 2 functions are backwards compatible. Any shaders going forward should use these 2 functions, or read directly from green (major version) and alpha (minor version) of the pixel at `ALPASS_GENERALVU`. - -## 1.1.0 - October 8th, 2023 -### Changes -- Made the logo on the new AudioLink controller audio reactive. -- Changed the recently added [C# Data API](https://github.com/llealloo/vrc-udon-audio-link/blob/master/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.DataAPI.cs) to not use Vector2Int. This type does not work correctly in UdonSharp. - - -## 1.0.0 - September 29th, 2023 -### New features -- Added a new AudioLink Controller, with a completely revamped design. The old controller is still included, if you don't want to change. (Thanks to everyone who helped, including Pema, Lea, Teeh, Sacred, TechAnon and more) -- Added automatic gain adjustment. It's enabled by default, but you can disable it on the AudioLink controller. (Thanks, cnlohr) -- Added Async GPU Readback, you can toggle it on the AudioLink prefab. This means you can read data from AudioLink in Udon, without having to pay a heavy performance penalty! Note that this feature only works on PC. Quest (and other mobile platforms) will continue to use the old slow synchronous readbacks, which we advise against. -- Added [a new C# API](https://github.com/llealloo/vrc-udon-audio-link/blob/master/Packages/com.llealloo.audiolink/Runtime/Scripts/AudioLink.DataAPI.cs) for reading audio data in Udon, to better accomodate the new Async Readbacks. -- Added Media Playback States, which provide information about the currently playing track. ([See Docs](https://github.com/llealloo/vrc-udon-audio-link/tree/master/Docs)). (Thanks, fundale) -- Added Media States Udon API [VideoPlayer API](https://github.com/llealloo/vrc-udon-audio-link/tree/master/Docs/PlayerAPI.md), to control the aforementioned Playback States. (Thanks, fundale) -- Added an AudioLink prefab for ChilloutVR. -### Changes -- We have switched to using [Semantic Versioning](https://semver.org/), marking this release as 1.0.0. This may break shaders written for very old versions of AudioLink. The version will now read as `1.00f` to AudioLink shaders. -- The "VRCAudioLink" namespace has been renamed to "AudioLink". This is a breaking change. We've added a new scripting define, `AUDIOLINK_V1`, which will be present for future versions of AudioLink, to aid with backwards compatability. -- Removed the dependency on the VPM package resolver. -### Improvements -- Made yt-dlp integration resolve URLs asynchronously. -- Improved the yt-dlp integration UI in a number of ways. (Thanks, rRazgriz) -- Improved the "Add Audiolink Prefab to Scene" button. -- Improved logging, with less meaningless warning spam. -- Cache the local player in AudioLink scripts for slightly improved performance. (Thanks, Nessie) -- Fixed null reference exceptions being fired when a player leaves the world. (Thanks, Nessie) -- Fixed an issue where theme colors would reset to the defaults on world start (https://github.com/llealloo/vrc-udon-audio-link/issues/281). +- Enabled Async GPU readbacks on mobile platforms, including Quest. This let's you access data via Udon much more cheaply. To facilitate this, AudioLink now requires Unity 2022.3 or newer. (pema) +- Moved the AudioLink menu in the top menu bar into the "Tools" submenu, to bring it in line with other similar packages. (techanon) +- Updated the "Add AudioLink Prefab to Scene" button to check for the existence of a prefab before adding a new one. (techanon) +- Made the controller call `AudioLink.AudioLinkEnable` and `AudioLink.AudioLinkDisable` instead of toggling the AudioLink GameObject. (Nestorboy) + +### Bugfixes +- Fixed normals being incorrectly flipped on the logo of the AudioLink controller. (llealloo) +- Fixed a bug where shader ID's used by AudioLink weren't properly initialized in some cases. (Nestorboy) +- Updated the shader used for the AudioLink controller logo to support single pass stereo instanced rendering. (Nestorboy) ## Updating projects from version 0.2.8 or lower? (...first time setup? please see next section) 1. Before upgrading your project, **MAKE A BACKUP**! The latest version of AudioLink changes many things - better safe than sorry.