Started working on a MIDI demonstration scene.

This commit is contained in:
Niall Moody 2020-12-08 16:50:23 +00:00
parent a99a387e52
commit 0d508db542
10 changed files with 1693 additions and 22 deletions

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@ -67,6 +67,7 @@
<Compile Include="Assets\Scripts\GameManager.cs" />
<Compile Include="Assets\Scripts\LibPd2UnitySceneScripts\EnvelopeFollower.cs" />
<Compile Include="Assets\Scripts\LibPdInstance.cs" />
<Compile Include="Assets\Scripts\MidiSceneScripts\Button2Midi.cs" />
<Compile Include="Assets\Scripts\PlayerMovement.cs" />
<Compile Include="Assets\Scripts\SpatialisationSceneScripts\CircleMotion.cs" />
<Compile Include="Assets\Scripts\Teleport.cs" />

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@ -81,28 +81,6 @@ public class IntIntEvent : UnityEvent<int, int> {}
/// Along those lines, I modelled parts of this class after the C# bindings, so
/// you will likely see some duplicated code.
///
/// Also, as it stands, this requires a small patch to z_libpd.c to allow us to
/// install our own print hook (so we can pipe print messages to Unity's
/// Console). Unfortunately, libpd requires the print hook to be set up before
/// libpd_init() is called, and will not accept any changes after that.
///
/// This causes major problems with Unity, as we want to set the print hook when
/// we start our game, and clear it when the game exits. However, because Unity
/// keeps native dlls active as long as the editor is running, libpd_init()
/// (being a one-time function) will effectively never get called again, and the
/// print hook will remain set to the value set when we first ran our game from
/// the editor. The result: if we try to run our game from the editor a second
/// time, we crash the entire editor.
///
/// For this reason the repository for this code includes pre-built libpd
/// binaries which include the print hook patch.
///
/// If you're building libpd from source yourself, you can get around this issue
/// by adding the following line to the end of libpd_set_printhook() in
/// z_libpd.c:
///
/// sys_printhook = libpd_printhook;
///
///
/// Note: LibPdInstance is all implemented as a single file because I find
/// single file libraries easier to integrate into my own projects. This may

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// Button2Midi.cs - Script to send a bang to a PD patch when the player enters
// and leaves a collision volume.
// -----------------------------------------------------------------------------
// Copyright (c) 2020 Niall Moody
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// -----------------------------------------------------------------------------
using UnityEngine;
/// Script to send a random MIDI note to a PD patch when the player enters and
/// leaves a collision volume.
public class Button2Midi : MonoBehaviour {
/// The PD patch we're going to communicate with.
public LibPdInstance pdPatch;
/// We need to store our random note so that we can send the corresponding
/// note off message when the player exits the collision volume.
private int note;
/// We send a bang when the player steps on the button (enters the collision
/// volume).
void OnTriggerEnter(Collider other) {
note = 60 + Mathf.FloorToInt(Random.value * 12.0f);
pdPatch.SendMidiNoteOn(0, note, 127);
}
/// We send a different bang when the player steps off the button (leaves
/// the collision volume).
void OnTriggerExit(Collider other) {
pdPatch.SendMidiNoteOn(0, note, 0);
}
}

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