commit 2565ecae152883db10cd86101fcf6d59246f41e0
Author: Niall Moody <21282294+NiallMoody@users.noreply.github.com>
Date: Wed Jul 18 09:43:52 2018 +0100
Initial commit.
diff --git a/Assets/01-Readme First.txt b/Assets/01-Readme First.txt
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+LibPd Unity Integration Examples
+--------------------------------
+This project is intended to demonstrate how to use the LibPdIntegration wrapper
+for LibPd in Unity. It is split into different scenes which each demonstrate a
+different aspect of the wrapper, and what you might want to do with it.
+
+At the time of writing, there are 2 scenes:
+- A Spatialisation scene, demonstrating how to spatialise PD patches within
+ Unity.
+- A Unity -> LibPd scene, demonstrating how to communicate with a PD patch from
+ Unity.
+
+More scenes will be added as the project develops.
+
+
+How LibPdIntegration Works:
+---------------------------
+This wrapper revolves a single C# script (LibPdInstance.cs), which communicates
+with the native libpd plugin. At the time of writing, there are plugins included
+for OSX and Windows (32-bit & 64-bit). Time and resources permitting, more
+platforms will be supported in future.
+
+Incorporating a PD patch into your Unity project requires you to add 2
+Components to a GameObject:
+
+1.) An AudioSource Component. This is necessary for Unity to perform audio
+ processing on the GameObject. Without it your PD patch will not be run.
+2.) The LibPdInstance script. You can then give the script a reference to your
+ PD patch in the Inspector.
+
+Note that the order of these Components matters. The AudioSource must come
+before LibPdInstance.
+
+See the example scenes for more information.
+
+
+Project Structure
+-----------------
+All assets are organised into folders categorised by type. As there are multiple
+scenes in this project, these can be found in the Scenes folder. Assets that are
+unique to a specific scene will reside in subfolders specifying the scene they
+belong to.
+
+
+PD Patch Location
+-----------------
+Due to the way Unity handles assets, all PD patches must reside within the
+Assets/StreamingAssets/PdAssets folder (you can implement further subfolders
+within that folder however).
+
+
+- Niall Moody (11/07/18).
diff --git a/Assets/01-Readme First.txt.meta b/Assets/01-Readme First.txt.meta
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diff --git a/Assets/02-A note on PD patches.txt b/Assets/02-A note on PD patches.txt
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+The included PD patches were designed to be viewed zoomed in (Ctrl +). Their
+layouts may be a bit messy when viewed at the default zoom level in PD.
diff --git a/Assets/02-A note on PD patches.txt.meta b/Assets/02-A note on PD patches.txt.meta
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diff --git a/Assets/03-Readme SpatialiseScene.txt b/Assets/03-Readme SpatialiseScene.txt
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+SpatialiseScene Notes
+---------------------
+This scene demonstrates how to spatialise PD patches within Unity. Due to the
+way Unity spatialises sound, this is a slightly involved process.
+
+The first thing to note is that, by default, Unity only spatialises
+AudioSources. It won't apply spatialisation to any other audio producing
+Components (like LibPdInstance). In order to get around that limitation, we'll
+need to cheat the system a bit.
+
+After adding an AudioSource and LibPdInstance to a GameObject in your scene, the
+steps you'll need to take to spatialise your PD patch are:
+
+1.) Set the AudioSource's AudioClip to the included SpatialiserFix.wav file.
+2.) Set the AudioSource to Play On Awake and Loop.
+3.) Adjust the Spatial Blend slider to 1 (3D).
+4.) In your PD patch, multiply the 2 outputs of an adc~ object by the output of
+ your patch before feeding it to the dac~ object.
+
+This process will ensure that the spatialisation applied to the AudioSource gets
+applied to the output of your patch. See FilteredNoise.pd for more information.
+
+
+Conversely, if you don't want to apply any spatialisation to your patch, you
+don't need to do any of the aforementioned steps.
+
+
+Alternative Approach
+--------------------
+An alternative, less-involved approach is to use Unity's OculusSpatializer
+plugin. When I tested it, this seemed to apply some odd filtering to the sound,
+so it's not used in this project, but you may prefer this approach.
+
+To use the OculusSpatializer plugin, the steps are:
+
+1.) Edit -> Project Settings... -> Audio.
+2.) Set Spatializer Plugin to OculusSpatializer.
+
+This will spatialise all audio for you, without any need for the aforementioned
+SpatialiserFix file and adc~ object in each patch.
diff --git a/Assets/03-Readme SpatialiseScene.txt.meta b/Assets/03-Readme SpatialiseScene.txt.meta
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diff --git a/Assets/04-Readme Unity2LibPdScene.txt b/Assets/04-Readme Unity2LibPdScene.txt
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+Unity2LibPdScene Notes
+----------------------
+This scene demonstrates how to communicate from Unity to LibPd.
+
+At the time of writing, the scene provides examples for sending bangs and floats
+to a PD patch. These are by far the simplest ways to communicate with a PD
+patch, and use the SendBang() and SendFloat() functions provided by
+LibPdInstance.
+
+When called, SendBang() and SendFloat() will both send a bang or a float
+(respectively) to a named receive object in the PD patch.
+
+
+Steps necessary for sending a bang to a patch:
+
+1.) In your patch, add a receive object, and give it a name (e.g. receive test).
+2.) In the C# script you will use to trigger the bang, call SendBang() with the
+ name of the receive object as its parameter
+ (e.g. pdPatch.SendBang("test");).
+
+
+Steps necessary for sending a float to a patch:
+
+1.) In your patch, add a receive object, and give it a name (e.g. receive test).
+2.) In the C# script you will use to trigger the float, call SendFloat() with
+ the name of the receive object as its first parameter, and the float value
+ you want to send as its second parameter
+ (e.g. pdPatch.SendFloat("test", 1.0f);).
+
+
+More examples of sending data to LibPd will be added in future. Until then you
+can look at the documentation for LibPdInstance.cs, or check out the sister
+LibPdIntegrationTests project, which is used to ensure the wrapper is
+functioning correctly and thus implements all possible LibPdInstance functions.
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+ to send a float signal to
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+ FloatExample.pd, based
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+ central red sphere.
+
+
+ See the Proximity2Float
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+ script for details.'
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diff --git a/Assets/Scenes/Unity2LibPdScene.unity.meta b/Assets/Scenes/Unity2LibPdScene.unity.meta
new file mode 100644
index 0000000..d54278a
--- /dev/null
+++ b/Assets/Scenes/Unity2LibPdScene.unity.meta
@@ -0,0 +1,7 @@
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+guid: 28a2beedd0da5754e955eef66b91d68d
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
new file mode 100644
index 0000000..946e3c8
--- /dev/null
+++ b/Assets/Scripts.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
new file mode 100644
index 0000000..584243c
--- /dev/null
+++ b/Assets/Scripts/GameManager.cs
@@ -0,0 +1,49 @@
+// GameManager.cs - Script used to let the player quit by pressing Escape.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// Script used to let the player quit by pressing Escape (in a build).
+public class GameManager : MonoBehaviour {
+
+ /// Used to ensure we don't create another instance of GameManager if we
+ /// return to the MainScene.
+ private static bool instantiated = false;
+
+ /// We use this to ensure our GameManager doesn't get destroyed when we switch scenes.
+ void Awake () {
+ if(!instantiated) {
+ DontDestroyOnLoad(this.gameObject);
+ instantiated = true;
+ }
+ }
+
+ /// Listen for the user pressing Escape to quit.
+ void Update() {
+ if(Input.GetButton("Quit")) {
+ Application.Quit();
+ }
+ }
+}
diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta
new file mode 100644
index 0000000..a198624
--- /dev/null
+++ b/Assets/Scripts/GameManager.cs.meta
@@ -0,0 +1,11 @@
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+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/LibPdInstance.cs b/Assets/Scripts/LibPdInstance.cs
new file mode 100644
index 0000000..88fad19
--- /dev/null
+++ b/Assets/Scripts/LibPdInstance.cs
@@ -0,0 +1,1044 @@
+// LibPdInstance.cs - Unity integration of libpd, supporting multiple instances.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System;
+using UnityEngine;
+using UnityEditor;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using System.Runtime.CompilerServices;
+
+///
+/// Unity Component for running a Pure Data patch. Uses libpd's new multiple
+/// instance support, so you can run multiple LibPdInstances in your scene.
+///
+///
+/// Pd patches should be stored in Assets/StreamingAssets/PdAssets and assigned
+/// to LibPdInstance in the inspector (type the patch name (minus .pd) into the
+/// Patch text box).
+///
+///
+///
+///
+/// This uses the basic c version of libpd over the C# bindings, as I was unable
+/// to get the C# bindings working with Unity. This is likely due to my own
+/// inexperience with C# (I'm primarily a C++ programmer), rather than an issue
+/// with the lipbd C# bindings themselves.
+///
+/// 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
+/// change in future.
+///
+///
+public class LibPdInstance : MonoBehaviour {
+
+ #region libpd imports
+ //--------------------------------------------------------------------------
+ /// libpd functions that we need to be able to call from C#.
+ [DllImport("libpd")]
+ private static extern int libpd_init();
+
+ [DllImport("libpd")]
+ private static extern IntPtr libpd_new_instance();
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_instance(IntPtr instance);
+
+ [DllImport("libpd")]
+ private static extern void libpd_free_instance(IntPtr instance);
+
+ [DllImport("libpd")]
+ private static extern int libpd_init_audio(int inChans, int outChans, int sampleRate);
+
+ [DllImport("libpd")]
+ private static extern IntPtr libpd_openfile([In] [MarshalAs(UnmanagedType.LPStr)] string basename,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string dirname);
+
+ [DllImport("libpd")]
+ private static extern void libpd_closefile(IntPtr p);
+
+ [DllImport("libpd")]
+ private static extern int libpd_process_float(int ticks,
+ [In] float[] inBuffer,
+ [Out] float[] outBuffer);
+
+ [DllImport("libpd")]
+ private static extern int libpd_blocksize();
+
+ [DllImport("libpd")]
+ private static extern int libpd_start_message(int max_length);
+
+ [DllImport("libpd")]
+ private static extern void libpd_add_float(float x);
+
+ [DllImport("libpd")]
+ private static extern void libpd_add_symbol([In] [MarshalAs(UnmanagedType.LPStr)] string sym);
+
+ [DllImport("libpd")]
+ private static extern int libpd_finish_list([In] [MarshalAs(UnmanagedType.LPStr)] string recv);
+
+ [DllImport("libpd")]
+ private static extern int libpd_finish_message([In] [MarshalAs(UnmanagedType.LPStr)] string recv,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string msg);
+
+ [DllImport("libpd")]
+ private static extern int libpd_bang([In] [MarshalAs(UnmanagedType.LPStr)] string recv);
+
+ [DllImport("libpd")]
+ private static extern int libpd_float([In] [MarshalAs(UnmanagedType.LPStr)] string recv,
+ float x);
+
+ [DllImport("libpd")]
+ private static extern int libpd_symbol([In] [MarshalAs(UnmanagedType.LPStr)] string recv,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string sym);
+
+ [DllImport("libpd")]
+ private static extern int libpd_exists([In] [MarshalAs(UnmanagedType.LPStr)] string obj);
+
+ [DllImport("libpd")]
+ private static extern IntPtr libpd_bind([In] [MarshalAs(UnmanagedType.LPStr)] string symbol);
+
+ [DllImport("libpd")]
+ private static extern void libpd_unbind(IntPtr binding);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_verbose(int verbose);
+
+ [DllImport("libpd")]
+ private static extern int libpd_is_float(IntPtr atom);
+
+ [DllImport("libpd")]
+ private static extern int libpd_is_symbol(IntPtr atom);
+
+ [DllImport("libpd")]
+ private static extern float libpd_get_float(IntPtr atom);
+
+ [DllImport("libpd")]
+ private static extern IntPtr libpd_get_symbol(IntPtr atom);
+
+ [DllImport("libpd")]
+ private static extern IntPtr libpd_next_atom(IntPtr atom);
+
+ [DllImport("libpd")]
+ private static extern int libpd_noteon(int channel,
+ int pitch,
+ int velocity);
+
+ [DllImport("libpd")]
+ private static extern int libpd_controlchange(int channel,
+ int controller,
+ int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_programchange(int channel, int program);
+
+ [DllImport("libpd")]
+ private static extern int libpd_pitchbend(int channel, int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_aftertouch(int channel, int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_polyaftertouch(int channel,
+ int pitch,
+ int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_midibyte(int port, int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_sysex(int port, int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_sysrealtime(int port, int value);
+
+ [DllImport("libpd")]
+ private static extern int libpd_arraysize([In] [MarshalAs(UnmanagedType.LPStr)] string name);
+
+ [DllImport("libpd")]
+ private static extern int libpd_read_array([Out] float[] dest,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string src,
+ int offset,
+ int n);
+
+ [DllImport("libpd")]
+ private static extern int libpd_write_array([In] [MarshalAs(UnmanagedType.LPStr)] string dest,
+ int offset,
+ [In] float[] src,
+ int n);
+ #endregion
+
+ #region delegate/libpd callback declarations
+ //--------------------------------------------------------------------------
+ // Delegates/libpd callbacks.
+
+ //-Print hook---------------------------------------------------------------
+ // We don't make the print hook publicly available (for now), so it's just a
+ //single static delegate.
+
+ /// Delegate/function pointer type.
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdPrintHook([In] [MarshalAs(UnmanagedType.LPStr)] string message);
+
+ /// libpd function for setting the hook.
+ [DllImport("libpd")]
+ private static extern void libpd_set_printhook(LibPdPrintHook hook);
+
+ /// Instance of the print hook, kept to ensure it doesn't get garbage
+ /// collected.
+ private static LibPdPrintHook printHook;
+
+ //-Bang hook----------------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdBangHook([In] [MarshalAs(UnmanagedType.LPStr)] string symbol);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_banghook(LibPdBangHook hook);
+
+ private LibPdBangHook bangHook;
+
+ /// Public delegate for receiving bang events.
+ public delegate void LibPdBang(string receiver);
+ /// Bang event; subscribe to this to receive bangs.
+ public static event LibPdBang Bang = delegate{};
+
+ //-Float hook---------------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdFloatHook([In] [MarshalAs(UnmanagedType.LPStr)] string symbol,
+ float val);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_floathook(LibPdFloatHook hook);
+
+ private LibPdFloatHook floatHook;
+
+ /// Public delegate for receiving float events.
+ public delegate void LibPdFloat(string receiver, float val);
+ /// Bang event; subscribe to this to receive floats.
+ public static event LibPdFloat Float = delegate{};
+
+ //-Symbol hook--------------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdSymbolHook([In] [MarshalAs(UnmanagedType.LPStr)] string symbol,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string val);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_symbolhook(LibPdSymbolHook hook);
+
+ private LibPdSymbolHook symbolHook;
+
+ /// Public delegate for receiving symbol events.
+ public delegate void LibPdSymbol(string receiver, string val);
+ /// Bang event; subscribe to this to receive symbols.
+ public static event LibPdSymbol Symbol = delegate{};
+
+ //-List hook----------------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdListHook([In] [MarshalAs(UnmanagedType.LPStr)] string source,
+ int argc,
+ IntPtr argv);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_listhook(LibPdListHook hook);
+
+ private LibPdListHook listHook;
+
+ /// Public delegate for receiving lists.
+ public delegate void LibPdList(string source, object[] args);
+ /// Bang event; subscribe to this to receive lists.
+ public static event LibPdList List = delegate{};
+
+ //-Message hook-------------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMessageHook([In] [MarshalAs(UnmanagedType.LPStr)] string source,
+ [In] [MarshalAs(UnmanagedType.LPStr)] string symbol,
+ int argc,
+ IntPtr argv);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_messagehook(LibPdMessageHook hook);
+
+ private LibPdMessageHook messageHook;
+
+ /// Public delegate for receiving messages.
+ public delegate void LibPdMessage(string source,
+ string symbol,
+ object[] args);
+ /// Bang event; subscribe to this to messages.
+ public static event LibPdMessage Message = delegate{};
+
+ //-MIDI Note On hook--------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiNoteOnHook(int channel,
+ int pitch,
+ int velocity);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_noteonhook(LibPdMidiNoteOnHook hook);
+
+ private LibPdMidiNoteOnHook noteOnHook;
+
+ /// Public delegate for receiving MIDI note on events.
+ public delegate void LibPdMidiNoteOn(int channel, int pitch, int velocity);
+ /// Bang event; subscribe to this to receive MIDI note on events.
+ public static event LibPdMidiNoteOn MidiNoteOn = delegate {};
+
+ //-MIDI Control Change hook-------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiControlChangeHook(int channel,
+ int controller,
+ int value);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_controlchangehook(LibPdMidiControlChangeHook hook);
+
+ private LibPdMidiControlChangeHook controlChangeHook;
+
+ /// Public delegate for receiving MIDI control change events.
+ public delegate void LibPdMidiControlChange(int channel,
+ int controller,
+ int value);
+ /// Bang event; subscribe to this to receive MIDI control change events.
+ public static event LibPdMidiControlChange MidiControlChange = delegate {};
+
+ //-MIDI Program Change hook-------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiProgramChangeHook(int channel, int program);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_programchangehook(LibPdMidiProgramChangeHook hook);
+
+ private LibPdMidiProgramChangeHook programChangeHook;
+
+ /// Public delegate for receiving MIDI program change events.
+ public delegate void LibPdMidiProgramChange(int channel, int program);
+ /// Bang event; subscribe to this to receive MIDI program change events.
+ public static event LibPdMidiProgramChange MidiProgramChange = delegate {};
+
+ //-MIDI Pitch Bend hook-----------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiPitchBendHook(int channel, int value);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_pitchbendhook(LibPdMidiPitchBendHook hook);
+
+ private LibPdMidiPitchBendHook pitchBendHook;
+
+ /// Public delegate for receiving MIDI pitch bend events.
+ public delegate void LibPdMidiPitchBend(int channel, int value);
+ /// Bang event; subscribe to this to receive MIDI pitch bend events.
+ public static event LibPdMidiPitchBend MidiPitchBend = delegate {};
+
+ //-MIDI Aftertouch hook-----------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiAftertouchHook(int channel, int value);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_aftertouchhook(LibPdMidiAftertouchHook hook);
+
+ private LibPdMidiAftertouchHook aftertouchHook;
+
+ /// Public delegate for receiving MIDI aftertouch events.
+ public delegate void LibPdMidiAftertouch(int channel, int value);
+ /// Bang event; subscribe to this to receive MIDI aftertouch events.
+ public static event LibPdMidiAftertouch MidiAftertouch = delegate {};
+
+ //-MIDI Polyphonic Aftertouch hook------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiPolyAftertouchHook(int channel, int pitch, int value);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_polyaftertouchhook(LibPdMidiPolyAftertouchHook hook);
+
+ private LibPdMidiPolyAftertouchHook polyAftertouchHook;
+
+ /// Public delegate for receiving MIDI polyphonic aftertouch events.
+ public delegate void LibPdMidiPolyAftertouch(int channel, int pitch, int value);
+ /// Bang event; subscribe to this to receive MIDI polyphonic aftertouch events.
+ public static event LibPdMidiPolyAftertouch MidiPolyAftertouch = delegate {};
+
+ //-MIDI Byte hook-----------------------------------------------------------
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void LibPdMidiByteHook(int channel, int value);
+
+ [DllImport("libpd")]
+ private static extern void libpd_set_midibytehook(LibPdMidiByteHook hook);
+
+ private LibPdMidiByteHook midiByteHook;
+
+ /// Public delegate for receiving MIDI byte events.
+ public delegate void LibPdMidiByte(int channel, int value);
+ /// Bang event; subscribe to this to receive MIDI byte events.
+ public static event LibPdMidiByte MidiByte = delegate {};
+ #endregion
+
+ #region member variables
+ //--------------------------------------------------------------------------
+ /// The Pd patch this instance is running.
+ [HideInInspector]
+ public string patchName;
+ /// The path to the directory of the Pd patch this instance is running.
+ [HideInInspector]
+ public string patchDir;
+
+ #if UNITY_EDITOR
+ /// This is a slightly tricky workaround we use so that we can drag and drop
+ /// PD patches into the Inspector. By default, Unity doesn't let you do that
+ /// with StreamingAssets, so we use the DefaultAsset type to get around that
+ /// limitation. It's not perfect, but it's nicer than the alternative
+ /// (typing the patch name by hand into a string box).
+ ///
+ /// See also OnValidate().
+ ///
+ /// (We have to store Pd patches in StreamingAssets because libpd requires
+ /// us to load patches from files on the filesystem)
+ public UnityEditor.DefaultAsset patch;
+ #endif
+
+ /// Hacky way of making pipePrintToConsoleStatic visible in the inspector.
+ public bool pipePrintToConsole = false;
+ /// Set to true to pipe any Pure Data *print* messages to Unity's console.
+ public static bool pipePrintToConsoleStatic = false;
+
+ /// Our pointer to the Pd patch this instance is running.
+ IntPtr patchPointer;
+
+ /// The Pd instance we're using.
+ private IntPtr instance;
+ /// The number of ticks to process at a time.
+ private int numTicks;
+
+ /// Any bindings we have for this patch.
+ private Dictionary bindings;
+
+ /// True if we were unable to intialise Pd's audio processing.
+ private bool pdFail = false;
+ /// True if we were unable to open our patch.
+ private bool patchFail = false;
+
+ /// Global variable used to ensure we don't initialise LibPd more than once.
+ private static bool pdInitialised = false;
+ #endregion
+
+ #region MonoBehaviour methods
+ //--------------------------------------------------------------------------
+ /// Initialise LibPd.
+ void Awake ()
+ {
+ // Initialise libpd, if it's not already.
+ if(!pdInitialised)
+ {
+ // Setup hooks.
+ printHook = new LibPdPrintHook(PrintOutput);
+ libpd_set_printhook(printHook);
+
+ bangHook = new LibPdBangHook(BangOutput);
+ libpd_set_banghook(bangHook);
+
+ floatHook = new LibPdFloatHook(FloatOutput);
+ libpd_set_floathook(floatHook);
+
+ symbolHook = new LibPdSymbolHook(SymbolOutput);
+ libpd_set_symbolhook(symbolHook);
+
+ listHook = new LibPdListHook(ListOutput);
+ libpd_set_listhook(listHook);
+
+ messageHook = new LibPdMessageHook(MessageOutput);
+ libpd_set_messagehook(messageHook);
+
+ noteOnHook = new LibPdMidiNoteOnHook(MidiNoteOnOutput);
+ libpd_set_noteonhook(noteOnHook);
+
+ controlChangeHook = new LibPdMidiControlChangeHook(MidiControlChangeOutput);
+ libpd_set_controlchangehook(controlChangeHook);
+
+ programChangeHook = new LibPdMidiProgramChangeHook(MidiProgramChangeOutput);
+ libpd_set_programchangehook(programChangeHook);
+
+ pitchBendHook = new LibPdMidiPitchBendHook(MidiPitchBendOutput);
+ libpd_set_pitchbendhook(pitchBendHook);
+
+ aftertouchHook = new LibPdMidiAftertouchHook(MidiAftertouchOutput);
+ libpd_set_aftertouchhook(aftertouchHook);
+
+ polyAftertouchHook = new LibPdMidiPolyAftertouchHook(MidiPolyAftertouchOutput);
+ libpd_set_polyaftertouchhook(polyAftertouchHook);
+
+ midiByteHook = new LibPdMidiByteHook(MidiByteOutput);
+ libpd_set_midibytehook(midiByteHook);
+
+ // Initialise libpd if possible, report any errors.
+ int initErr = libpd_init();
+ if(initErr != 0)
+ {
+ Debug.LogWarning("Warning; libpd_init() returned " + initErr);
+ Debug.LogWarning("(if you're running this in the editor that probably just means this isn't the first time you've run your game, and is not a problem)");
+ }
+ pdInitialised = true;
+
+ // Make sure our static pipePrintToConsole variable is set
+ // correctly.
+ pipePrintToConsoleStatic = pipePrintToConsole;
+ }
+ else
+ pipePrintToConsole = pipePrintToConsoleStatic;
+
+ // Calc numTicks.
+ int bufferSize;
+ int noOfBuffers;
+
+ AudioSettings.GetDSPBufferSize (out bufferSize, out noOfBuffers);
+ numTicks = bufferSize/libpd_blocksize();
+
+ // Create our instance.
+ instance = libpd_new_instance();
+
+ // Set our instance.
+ libpd_set_instance(instance);
+
+ // Initialise audio.
+ int err = libpd_init_audio(2, 2, AudioSettings.outputSampleRate);
+ if (err != 0)
+ {
+ pdFail = true;
+ Debug.LogError(gameObject.name + ": Could not initialise Pure Data audio. Error = " + err);
+ }
+ else
+ {
+ if(patchName == String.Empty)
+ {
+ Debug.LogError(gameObject.name + ": No patch was assigned to this LibPdInstance.");
+ patchFail = true;
+ }
+ else
+ {
+ //Create our bindings dictionary.
+ bindings = new Dictionary();
+
+ // Open our patch.
+ patchPointer = libpd_openfile(patchName + ".pd", Application.dataPath + patchDir);
+ if(patchPointer == IntPtr.Zero)
+ {
+ Debug.LogError(gameObject.name + ": Could not open patch. Directory: " + (Application.dataPath + patchDir) + " Patch: " + patchName + ".pd");
+ patchFail = true;
+ }
+
+ // Turn on audio processing.
+ libpd_start_message(1);
+ libpd_add_float(1.0f);
+ libpd_finish_message("pd", "dsp");
+ }
+ }
+ }
+
+ //--------------------------------------------------------------------------
+ /// Close the patch file on quit.
+ void OnApplicationQuit ()
+ {
+ if(!pdFail && !patchFail)
+ {
+ libpd_set_instance(instance);
+
+ libpd_start_message(1);
+ libpd_add_float(0.0f);
+ libpd_finish_message("pd", "dsp");
+
+ //TODO: Is this correct? What happens if one LibPdInstance is
+ //destroyed while another stays alive?
+ if(printHook != null)
+ {
+ printHook = null;
+ libpd_set_printhook(printHook);
+ }
+
+ foreach(var ptr in bindings.Values)
+ libpd_unbind(ptr);
+ bindings.Clear();
+
+ libpd_closefile(patchPointer);
+ }
+ }
+
+ //--------------------------------------------------------------------------
+ /// This function updates our static pipePrintToConsole variable when the
+ /// public one changes, and ensures all other active LibPdInstances are
+ /// updated too.
+ private void OnValidate()
+ {
+ if(pipePrintToConsoleStatic != pipePrintToConsole)
+ {
+ pipePrintToConsoleStatic = pipePrintToConsole;
+
+ LibPdInstance[] activePatches = FindObjectsOfType();
+
+ for(int i=0;iThe name of the object to send the message
+ /// to.
+ /// The message keyword.
+ /// A list of values to send to the named object.
+ [MethodImpl(MethodImplOptions.Synchronized)]
+ public void SendMessage(string destination,
+ string symbol,
+ params object[] args)
+ {
+ ProcessArgs(args);
+
+ if(libpd_finish_message(destination, symbol) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMessage(): Could not send message. destination = " + destination + " symbol = " + symbol);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI note to the open patch.
+ /// The MIDI channel number (libpd expects channels to
+ /// be in the range 0-15).
+ /// The MIDI note number (0-127).
+ /// The velocity of the note (0-127). Sending a
+ /// velocity of 0 will usually be interpreted as a note off.
+ [MethodImpl(MethodImplOptions.Synchronized)]
+ public void SendMidiNoteOn(int channel, int pitch, int velocity)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_noteon(channel, pitch, velocity) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiNoteOn(): input parameter(s) out of range. channel = " + channel + " pitch = " + pitch + " velocity = " + velocity);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI control change to the open patch.
+ /// The controller number (0-127).
+ /// The controller value (0-127).
+ [MethodImpl(MethodImplOptions.Synchronized)]
+ public void SendMidiCc(int channel, int controller, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_controlchange(channel, controller, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiCc(): input parameter(s) out of range. channel = " + channel + " controller = " + controller + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI program change to the open patch.
+ /// The program to change to (0-127).
+ public void SendMidiProgramChange(int channel, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_programchange(channel, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiProgramChange(): input parameter(s) out of range. channel = " + channel + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI pitch bend to the open patch.
+ /// The bend value has a range -8192 -> +8192.
+ public void SendMidiPitchBend(int channel, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_pitchbend(channel, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidPitchBend(): input parameter(s) out of range. channel = " + channel + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI aftertouch message to the open patch.
+ public void SendMidiAftertouch(int channel, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_aftertouch(channel, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiAftertouch(): input parameter(s) out of range. channel = " + channel + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI polyphonic aftertouch to the open patch.
+ public void SendMidiPolyAftertouch(int channel, int pitch, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_polyaftertouch(channel, pitch, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiPolyAftertouch(): input parameter(s) out of range. channel = " + channel + " pitch = " + pitch + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI byte(?) to the open patch.
+ public void SendMidiByte(int port, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_midibyte(port, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiByte(): input parameter(s) out of range. port = " + port + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI sysex byte(?) to the open patch.
+ public void SendMidiSysex(int port, int value)
+ {
+ libpd_set_instance(instance);
+
+ if(libpd_sysex(port, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidSysex(): input parameter(s) out of range. port = " + port + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Send a MIDI sysrealtime byte(?) to the open patch.
+ public void SendMidiSysRealtime(int port, int value)
+ {
+ libpd_set_instance(instance);
+
+ if (libpd_sysrealtime(port, value) != 0)
+ Debug.LogWarning(gameObject.name + "::SendMidiSysRealtime(): input parameter(s) out of range. port = " + port + " value = " + value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Returns the size of the named array in the open patch.
+ /// Returns a negative value if the named array doesn't
+ /// exist.
+ public int ArraySize(string name)
+ {
+ libpd_set_instance(instance);
+
+ return libpd_arraysize(name);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Reads a set of values from the named array.
+ /// C# array to write the values of the Pd array into.
+ /// NOTE: make sure you allocate the array before you call this method, and
+ /// make sure its size is >= (count - offset).
+ /// Name of the array in your Pd patch.
+ /// Offset into the Pd array to start reading
+ /// from.
+ /// Number of elements to read from the Pd array.
+ public void ReadArray(float[] dest, string src, int offset, int count)
+ {
+ libpd_set_instance(instance);
+
+ //Note: the wiki says libpd_read_array() is supposed to return an error
+ //code if the array doesn't exist or [offset -> offset+n] lies outside
+ //the array, but looking at the code in z_libpd.c it will always return
+ //0 (success). In case that ever changes we write any errors to Debug,
+ //but for the time being our error checking code is extraneous.
+ if(libpd_read_array(dest, src, offset, count) < 0)
+ Debug.LogWarning(gameObject.name + "::ReadArray(): Array [" + src + "] does not exist OR the desired range lies outside the array's range.");
+ }
+
+ //--------------------------------------------------------------------------
+ /// Writes an array of C# floats into the named Pd array.
+ /// Name of the array in your Pd patch.
+ /// Offset into the Pd array to start writing
+ /// to.
+ /// The C# array of values to write into the Pd patch.
+ /// Make sure this contains >= count elements.
+ /// The number of elements to write into the Pd
+ /// array.
+ public void WriteArray(string dest, int offset, float[] src, int count)
+ {
+ libpd_set_instance(instance);
+
+ //The same note (ReadArray) re: return values applies here.
+ if(libpd_write_array(dest, offset, src, count) < 0)
+ Debug.LogWarning(gameObject.name + "::WriteArray(): Array [" + dest + "] does not exist OR the desired range lies outside the array's range.");
+ }
+ #endregion
+
+ #region delegate definitions
+ //--------------------------------------------------------------------------
+ /// Receive print messages.
+ static void PrintOutput(string message)
+ {
+ if(pipePrintToConsoleStatic)
+ Debug.Log("libpd: " + message);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive bang messages.
+ void BangOutput(string symbol)
+ {
+ Bang(symbol);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive float messages.
+ void FloatOutput(string symbol, float val)
+ {
+ Float(symbol, val);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive symbol messages.
+ void SymbolOutput(string symbol, string val)
+ {
+ Symbol(symbol, val);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive lists.
+ void ListOutput(string source, int argc, IntPtr argv)
+ {
+ var args = ConvertList(argc, argv);
+
+ List(source, args);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive messages.
+ void MessageOutput(string source, string symbol, int argc, IntPtr argv)
+ {
+ var args = ConvertList(argc, argv);
+
+ Message(source, symbol, args);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI note on messages.
+ void MidiNoteOnOutput(int channel, int pitch, int velocity)
+ {
+ MidiNoteOn(channel, pitch, velocity);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI control change messages.
+ void MidiControlChangeOutput(int channel, int controller, int value)
+ {
+ MidiControlChange(channel, controller, value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI program change messages.
+ void MidiProgramChangeOutput(int channel, int program)
+ {
+ MidiProgramChange(channel, program);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI pitch bend messages.
+ void MidiPitchBendOutput(int channel, int value)
+ {
+ MidiPitchBend(channel, value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI aftertouch messages.
+ void MidiAftertouchOutput(int channel, int value)
+ {
+ MidiAftertouch(channel, value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI polyphonic aftertouch messages.
+ void MidiPolyAftertouchOutput(int channel, int pitch, int value)
+ {
+ MidiPolyAftertouch(channel, pitch, value);
+ }
+
+ //--------------------------------------------------------------------------
+ /// Receive MIDI byte messages.
+ void MidiByteOutput(int channel, int value)
+ {
+ MidiByte(channel, value);
+ }
+ #endregion
+
+ #region private methods
+ //--------------------------------------------------------------------------
+ /// Helper method used by SendList() and SendMessage().
+ private void ProcessArgs(object[] args)
+ {
+ if(args.Length < 1)
+ Debug.LogWarning(gameObject.name + "::ProcessArgs(): no arguments passed in for list or message.");
+ else
+ {
+ if(libpd_start_message(args.Length) != 0)
+ Debug.LogWarning(gameObject.name + "::ProcessArgs(): Could not allocate memory for list or message.");
+ else
+ {
+ foreach(object arg in args)
+ {
+ if(arg is int?)
+ libpd_add_float((float)((int?)arg));
+ else if(arg is float?)
+ libpd_add_float((float)((float?)arg));
+ else if(arg is double?)
+ libpd_add_float((float)((double?)arg));
+ else if(arg is string)
+ libpd_add_symbol((string)arg);
+ else
+ Debug.LogWarning(gameObject.name + "::ProcessArgs(): Cannot process argument of type " + arg.GetType() + " for list or message.");
+ }
+ }
+ }
+ }
+
+ //--------------------------------------------------------------------------
+ /// Helper method. Used by ListOutput() and MessageOutput().
+ private object[] ConvertList(int argc, IntPtr argv)
+ {
+ var retval = new object[argc];
+
+ for(int i=0;i();
+ Vector3 jumpVector = Vector3.zero;
+
+ //If the player is holding the jump button down, AND they're not yet
+ //jumping AND on the ground, OR they are jumping but they've not reached
+ //the top of the jump, increase their jumpAmount and move them
+ //accordingly on the y-axis.
+ if(Input.GetButton("Jump")) {
+ if(((jumpAmount <= 0.0f) && controller.isGrounded) ||
+ ((jumpAmount > 0.0f) && (jumpAmount < 1.0f))) {
+ jumpAmount += Time.deltaTime * 5.0f;
+
+ jumpVector.y = 4.0f + ((1.0f - jumpAmount) * 20.0f);
+ }
+ }
+ //Otherwise, if they're on the ground but their jumpAmount is not 0,
+ //reset it.
+ else if((jumpAmount > 0.0f) && controller.isGrounded) {
+ jumpAmount = 0.0f;
+ }
+
+ //Move player.
+ Vector3 moveDirection = Vector3.zero;
+
+ //Set the player's direction based on the direction of the mouse and
+ //which WASD keys they're pressing.
+ moveDirection = transform.rotation * ((Vector3.forward * forwardSpeed) + strafe);
+ moveDirection.y = jumpVector.y;
+
+ //Apply gravity to the player's y-axis.
+ moveDirection.y -= 6.0f;
+
+ //Finally, apply the updated direction to the player's Controller (this
+ //will figure out any collisions with the ground, other objects, etc.).
+ controller.Move(moveDirection * Time.deltaTime);
+ }
+}
diff --git a/Assets/Scripts/PlayerMovement.cs.meta b/Assets/Scripts/PlayerMovement.cs.meta
new file mode 100644
index 0000000..d340b1b
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+++ b/Assets/Scripts/PlayerMovement.cs.meta
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diff --git a/Assets/Scripts/SpatialisationSceneScripts.meta b/Assets/Scripts/SpatialisationSceneScripts.meta
new file mode 100644
index 0000000..b8eee1f
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+++ b/Assets/Scripts/SpatialisationSceneScripts.meta
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diff --git a/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs b/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs
new file mode 100644
index 0000000..b0357d3
--- /dev/null
+++ b/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs
@@ -0,0 +1,69 @@
+// CircleMotion.cs - Script used to move an object in a circle.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// Script used to move an object in a circle.
+public class CircleMotion : MonoBehaviour {
+
+ /// The Transform of the GameObject we're going to move in a circle.
+ public Transform objectToMove;
+ /// The radius of the circle we're going to move the object in.
+ [Range(0.1f, 50.0f)]
+ public float radius = 10.0f;
+
+ /// Where we are in the circle right now.
+ private float circleIndex;
+ /// The circle's centre position.
+ private Vector3 centrePos;
+
+ /// Used to setup centrePos.
+ void Start () {
+ //These lines calculate the centre of the circle we're going to move the
+ //object in. We assume the developer has placed the object at the
+ //12 o'clock position of the circle, so the centre position is its
+ //position - the circle's radius on the z-axis.
+ centrePos = objectToMove.transform.position;
+ centrePos.z -= radius;
+ }
+
+ /// Move the object along its path.
+ void Update () {
+ Vector3 pos = centrePos;
+
+ //Update circleIndex to move the object further around the circle.
+ circleIndex += 0.01f;
+ if(circleIndex > (2.0f * Mathf.PI))
+ circleIndex -= 2.0f * Mathf.PI;
+
+ //We calculate the object's position by feeding circleIndex into the
+ //Sin function for it's x-axis, and Cos for it's z-axis.
+ pos.x += Mathf.Sin(circleIndex) * radius;
+ pos.z += Mathf.Cos(circleIndex) * radius;
+
+ //Finally, apply our updated position to the object's Transform.
+ objectToMove.transform.position = pos;
+ }
+}
diff --git a/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs.meta b/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs.meta
new file mode 100644
index 0000000..ff185fc
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diff --git a/Assets/Scripts/Teleport.cs b/Assets/Scripts/Teleport.cs
new file mode 100644
index 0000000..95e3e3d
--- /dev/null
+++ b/Assets/Scripts/Teleport.cs
@@ -0,0 +1,40 @@
+// Teleport.cs - Simple script used to teleport the player between scenes.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+/// Simple script used to teleport the player between scenes.
+public class Teleport : MonoBehaviour {
+
+ /// The name of the scene to load when the player walks into the associated portal.
+ public string sceneToLoad;
+
+ /// This gets called when the player walks into the associated portal.
+ void OnTriggerEnter(Collider other) {
+ //This loads our new scene.
+ SceneManager.LoadSceneAsync(sceneToLoad);
+ }
+}
diff --git a/Assets/Scripts/Teleport.cs.meta b/Assets/Scripts/Teleport.cs.meta
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diff --git a/Assets/Scripts/Unity2LibPdSceneScripts.meta b/Assets/Scripts/Unity2LibPdSceneScripts.meta
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diff --git a/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs b/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs
new file mode 100644
index 0000000..b6ac98b
--- /dev/null
+++ b/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs
@@ -0,0 +1,52 @@
+// Button2Bang.cs - Script to send a bang to a PD patch when the player enters
+// and leaves a collision volume.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// Script to send a bang to a PD patch when the player enters and leaves a
+/// collision volume.
+public class Button2Bang : MonoBehaviour {
+
+ /// The PD patch we're going to communicate with.
+ public LibPdInstance pdPatch;
+
+ /// We send a bang when the player steps on the button (enters the collision
+ /// volume).
+ void OnTriggerEnter(Collider other) {
+ //To send a bang to our PD patch, the patch needs a named receive object
+ //(in this case, named VolumeUp), and then we can just use the
+ //SendBang() function to send a bang to that object from Unity.
+ //
+ //See the BangExample.pd patch for details.
+ pdPatch.SendBang("VolumeUp");
+ }
+
+ /// We send a different bang when the player steps off the button (leaves
+ /// the collision volume).
+ void OnTriggerExit(Collider other) {
+ pdPatch.SendBang("VolumeDown");
+ }
+}
diff --git a/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs.meta b/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs.meta
new file mode 100644
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diff --git a/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs b/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs
new file mode 100644
index 0000000..85209f7
--- /dev/null
+++ b/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs
@@ -0,0 +1,65 @@
+// Proximity2Float.cs - Script to send a float to a PD patch determined by the
+// player's proximity to a specific GameObject.
+// -----------------------------------------------------------------------------
+// Copyright (c) 2018 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+/// Script to send a float to a PD patch determined by the player's proximity to
+/// a specific GameObject.
+public class Proximity2Float : MonoBehaviour {
+
+ // The Pd patch we'll be communicating with.
+ public LibPdInstance pdPatch;
+ // We'll use the transform of the red sphere to judge the player's proximity.
+ public Transform sphereTransform;
+
+ /// All our calculations for this class take place in MonoBehaviour's
+ /// Update() function.
+ void Update () {
+ //Get the distance between the sphere and the main camera.
+ float proximity = Vector3.Distance(sphereTransform.position, Camera.main.transform.position);
+
+ //We want proximity to be in the range 0 -> 1.
+ //Since our blue circle has a diameter of 15, its radius will be 7.5,
+ //hence the following scaling.
+ proximity /= 7.5f;
+
+ //We also want the pitch to increase as we get closer to the sphere,
+ //so we invert proximity.
+ proximity = 1.0f - proximity;
+
+ if(proximity < 0.0f)
+ proximity = 0.0f;
+
+ //Send our frequency value to the PD patch.
+ //Like in Button2Bang.cs/ButtonExample.pd, all we need to be able to
+ //send floats to our PD patch is a named receive object in the patch (in
+ //this case, named proximity). We can then use the SendFloat() function
+ //to send our float value to that named receive object.
+ //
+ //See the FloatExample.pd patch for details.
+ pdPatch.SendFloat("proximity", proximity);
+ }
+}
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+#X text 7 66 will not have their output spatialised.;
+#X text 8 43 Any sound generating Components following;
+#X text 7 107 system by using a special soundfile;
+#X text 4 119 (SpatialiserFix.wav) in the AudioSource \,;
+#X text 7 131 and feeding the output of the AudioSource;
+#X text 5 143 (which Unity has now spatialised for us);
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+#X text 8 96 To get around this we need to cheat the;
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+#X text 8 246 us a stereo input which effectively;
+#X text 7 259 contains the levels of the left & right;
+#X text 8 270 channels for our patch.;
+#X text 8 183 The SpatialiserFix file contains a;
+#X text 6 309 output by these levels then gives us a;
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+#X text 7 297 Simply multiplying our patch's stereo;
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+#X text 70 217 the Spatialisation scene;
+#X text 71 228 for an explanation of;
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+#X text 5 1 Sine Oscillator;
+#X text 83 27 These receive objects are how we receive;
+#X text 200 39 signals from our Unity;
+#X text 213 50 scene. In this case \,;
+#X text 258 61 bangs sent to;
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+ copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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diff --git a/README.md b/README.md
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+# LibPdIntegrationExamples
+
+
+
+Unity project demonstrating how to use the [LibPdIntegration](../LibPdIntegration/) libpd Unity wrapper. Contains multiple scenes, each focused on a specific topic. Still in development.
+
+## Completed Demonstration Scenes
+
+- Spatialisation
+- Communication from Unity to libpd
+
+## Still to Come
+
+- Communication from libpd to Unity
+
+- libpd MIDI handling
+
+- Arrays
+
+- Pure Data lists/messages
+
+
+
+Developed by [Niall Moody](http://www.niallmoody.com) at [Abertay University](http://www.abertay.ac.uk), with assistance from [Yann Seznec](http://www.yannseznec.com/). Licensed under the [MIT License](LICENSE.txt).
\ No newline at end of file
diff --git a/ToDo.txt b/ToDo.txt
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+LibPd Integration Examples
+--------------------------
+- Generate documentation from LibPdInstance.cs.
+
+Further down the line:
+----------------------
+- LibPd -> Unity Example.
+- MIDI Example.
+- Array Example.
+- List/Message Example.
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new file mode 100644
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+ true
+
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+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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\ No newline at end of file
diff --git a/UnityEditor.StandardEvents.csproj b/UnityEditor.StandardEvents.csproj
new file mode 100644
index 0000000..3fb2f85
--- /dev/null
+++ b/UnityEditor.StandardEvents.csproj
@@ -0,0 +1,366 @@
+
+
+
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+ AnyCPU
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+ 2.0
+ {6800202F-4402-D405-F8CB-03DC7BD78B92}
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+ 512
+ {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
+ .NETFramework
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+ Unity Full v3.5
+
+
+ Editor:5
+ StandaloneWindows64:19
+ 2018.1.0f2
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+ 4
+
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+ pdbonly
+ false
+ Temp\UnityVS_bin\Debug\
+ Temp\UnityVS_obj\Debug\
+ prompt
+ 4
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+ true
+
+
+ pdbonly
+ false
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+ Temp\UnityVS_obj\Release\
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