voirs-spatial 0.1.0-rc.1

3D spatial audio and HRTF processing for VoiRS
Documentation
//! Unity Engine integration for VoiRS spatial audio

use super::audio::GamingAudioManager;
use crate::Result;

impl GamingAudioManager {
    /// Initialize Unity-specific audio system
    pub(super) async fn initialize_unity(&self) -> Result<()> {
        // Unity-specific initialization
        self.initialize_unity_audio_system().await?;
        self.setup_unity_spatial_processing().await?;
        self.configure_unity_memory_management().await?;
        Ok(())
    }

    /// Initialize Unity audio mixer integration
    async fn initialize_unity_audio_system(&self) -> Result<()> {
        // Initialize Unity audio mixer integration
        // This would integrate with Unity's AudioMixer API
        tracing::info!("Initializing Unity audio system integration");

        // Set up Unity-specific audio threading
        let thread_count = match self.config.target_fps {
            30 => 2,
            60 => 4,
            120 => 6,
            _ => 4,
        };

        tracing::info!("Configuring Unity audio with {} threads", thread_count);

        // Initialize Unity AudioSource pooling
        self.setup_unity_audiosource_pool().await?;

        // Configure Unity audio occlusion system
        self.setup_unity_occlusion_system().await?;

        Ok(())
    }

    /// Configure Unity's 3D audio spatializer
    async fn setup_unity_spatial_processing(&self) -> Result<()> {
        // Configure Unity's 3D audio spatializer
        tracing::info!("Setting up Unity spatial audio processing");

        // Enable Unity's built-in spatializer or custom spatializer plugin
        // This would interface with Unity's Audio Spatializer SDK

        // Configure HRTF processing for Unity
        self.configure_unity_hrtf().await?;

        // Set up Unity Audio Listener configuration
        self.configure_unity_audio_listener().await?;

        // Initialize Unity reverb zones integration
        self.setup_unity_reverb_zones().await?;

        Ok(())
    }

    /// Configure Unity-specific memory management
    async fn configure_unity_memory_management(&self) -> Result<()> {
        // Configure Unity-specific memory management
        tracing::info!("Configuring Unity memory management");

        // Set up Unity's audio memory pool
        let audio_memory_size = (self.config.memory_budget_mb as f32 * 0.6) as u32; // 60% for audio data
        let effect_memory_size = (self.config.memory_budget_mb as f32 * 0.3) as u32; // 30% for effects
        let buffer_memory_size = (self.config.memory_budget_mb as f32 * 0.1) as u32; // 10% for buffers

        tracing::info!(
            "Unity memory allocation: {}MB audio, {}MB effects, {}MB buffers",
            audio_memory_size,
            effect_memory_size,
            buffer_memory_size
        );

        // Configure Unity garbage collection settings for audio
        self.configure_unity_gc_settings().await?;

        Ok(())
    }

    /// Set up AudioSource component pooling for performance
    async fn setup_unity_audiosource_pool(&self) -> Result<()> {
        // Set up AudioSource component pooling for performance
        tracing::info!("Setting up Unity AudioSource pooling system");

        // This would create a pool of Unity AudioSource components
        // to avoid runtime instantiation/destruction overhead

        let pool_size = self.config.max_sources;
        tracing::info!("Creating AudioSource pool with {} sources", pool_size);

        Ok(())
    }

    /// Configure Unity audio occlusion and obstruction
    async fn setup_unity_occlusion_system(&self) -> Result<()> {
        // Configure Unity audio occlusion and obstruction
        tracing::info!("Setting up Unity audio occlusion system");

        // This would integrate with Unity's physics system for audio occlusion
        // using raycasting to determine audio obstruction

        Ok(())
    }

    /// Configure HRTF processing for Unity
    async fn configure_unity_hrtf(&self) -> Result<()> {
        // Configure HRTF processing for Unity
        tracing::info!("Configuring Unity HRTF processing");

        // This would set up Head-Related Transfer Function processing
        // for realistic 3D audio in Unity

        Ok(())
    }

    /// Configure Unity AudioListener component
    async fn configure_unity_audio_listener(&self) -> Result<()> {
        // Configure Unity AudioListener component
        tracing::info!("Configuring Unity AudioListener");

        // Set up the main audio listener configuration
        // including doppler settings, volume curves, etc.

        Ok(())
    }

    /// Set up Unity AudioReverbZone integration
    async fn setup_unity_reverb_zones(&self) -> Result<()> {
        // Set up Unity AudioReverbZone integration
        tracing::info!("Setting up Unity AudioReverbZone integration");

        // This would configure how VoiRS integrates with Unity's reverb zones
        // for environmental audio effects

        Ok(())
    }

    /// Configure garbage collection settings for Unity audio
    async fn configure_unity_gc_settings(&self) -> Result<()> {
        // Configure garbage collection settings for Unity audio
        tracing::info!("Configuring Unity GC settings for audio");

        // This would optimize Unity's garbage collection behavior
        // to minimize audio interruptions

        Ok(())
    }
}