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Code for a Unity3D component. Attach to a GameObject. AudioSource will generate automatically; make sure it is 2D. With "negation mode" to "negate one", if speakers are next to each other, they should jam each others' signal, mimicking an active noise cancellation system.
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| using UnityEngine; | |
| [RequireComponent(typeof(AudioSource))] | |
| public class NoiseCancellationExperiment : MonoBehaviour { | |
| public enum Mode { | |
| Direct, NegateOne, NegateBoth | |
| } | |
| public int samplesPerSecond = 44100; | |
| public double[] tones = new [] { 350.0, 440.0 }; | |
| public Mode negationMode; | |
| const int channels = 2; | |
| int offset; | |
| // Use this for initialization | |
| void Awake () { | |
| var audioSource = GetComponent<AudioSource>(); | |
| audioSource.loop = true; | |
| audioSource.clip = AudioClip.Create("Tone", samplesPerSecond, channels, samplesPerSecond / channels, true, Produce); | |
| audioSource.Play(); | |
| } | |
| void Produce(float[] samples) { | |
| double factor = 2.0 / (double) samplesPerSecond; | |
| for(var i = 0; i < samples.Length; ) { | |
| double builder = 0.0; | |
| for(int j = 0; j < tones.Length; j++) { | |
| builder = builder + System.Math.Sin((double) (offset + i) * factor * tones[j] * System.Math.PI); | |
| } | |
| double alfa, bravo; | |
| alfa = bravo = builder / (double) tones.Length; | |
| if(negationMode == Mode.NegateOne) { | |
| bravo = -bravo; | |
| } else if(negationMode == Mode.NegateBoth) { | |
| alfa = -alfa; | |
| bravo = -bravo; | |
| } | |
| samples[i++] = (float) alfa; | |
| samples[i++] = (float) bravo; | |
| } | |
| offset += samples.Length; | |
| } | |
| } |
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