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 new file mode 100644 index 0000000..aa94944 --- /dev/null +++ b/Assets/01-Readme First.txt @@ -0,0 +1,52 @@ +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 new file mode 100644 index 0000000..16fd0a8 --- /dev/null +++ b/Assets/01-Readme First.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fa3e22d3993deff4a986659d87de404b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02-A note on PD patches.txt b/Assets/02-A note on PD patches.txt new file mode 100644 index 0000000..4021df4 --- /dev/null +++ b/Assets/02-A note on PD patches.txt @@ -0,0 +1,2 @@ +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 new file mode 100644 index 0000000..98237ae --- /dev/null +++ b/Assets/02-A note on PD patches.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e41aa9836ce135c46bff1157afe2dbda +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/03-Readme SpatialiseScene.txt b/Assets/03-Readme SpatialiseScene.txt new file mode 100644 index 0000000..e3cf216 --- /dev/null +++ b/Assets/03-Readme SpatialiseScene.txt @@ -0,0 +1,40 @@ +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 new file mode 100644 index 0000000..27f9991 --- /dev/null +++ b/Assets/03-Readme SpatialiseScene.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2ef7e8e041c7960428584fa45472e5c9 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/04-Readme Unity2LibPdScene.txt b/Assets/04-Readme Unity2LibPdScene.txt new file mode 100644 index 0000000..0da81b6 --- /dev/null +++ b/Assets/04-Readme Unity2LibPdScene.txt @@ -0,0 +1,34 @@ +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. diff --git a/Assets/04-Readme Unity2LibPdScene.txt.meta b/Assets/04-Readme Unity2LibPdScene.txt.meta new file mode 100644 index 0000000..3f7f038 --- /dev/null +++ b/Assets/04-Readme Unity2LibPdScene.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3dbe0aaa04ad8a14da64551d36ade58e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Images.meta b/Assets/Images.meta new file mode 100644 index 0000000..ef3bcc4 --- /dev/null +++ b/Assets/Images.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 97d39ce3c6d3b2945803fdf5905a9dc1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Images/SpatialisationImages.meta b/Assets/Images/SpatialisationImages.meta new file mode 100644 index 0000000..ad4fee0 --- /dev/null +++ b/Assets/Images/SpatialisationImages.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a6987ff797002e428f29a526c29ce01 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Images/SpatialisationImages/BlueAudioSource.png b/Assets/Images/SpatialisationImages/BlueAudioSource.png new file mode 100644 index 0000000..b2a3c09 Binary files /dev/null and b/Assets/Images/SpatialisationImages/BlueAudioSource.png differ diff --git a/Assets/Images/SpatialisationImages/BlueAudioSource.png.meta b/Assets/Images/SpatialisationImages/BlueAudioSource.png.meta new file mode 100644 index 0000000..c56162e --- /dev/null +++ b/Assets/Images/SpatialisationImages/BlueAudioSource.png.meta @@ -0,0 +1,106 @@ +fileFormatVersion: 2 +guid: 8f86b220d74113746b6cbaa860953c95 +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 5 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 8 + mipBias: -1 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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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 @@ +fileFormatVersion: 2 +guid: be7517166c9a96846b82d8c0ff3f7a1c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Scripts/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 79b8c3ee76b2c23429add02b8e4b5e51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SpatialisationSceneScripts.meta b/Assets/Scripts/SpatialisationSceneScripts.meta new file mode 100644 index 0000000..b8eee1f --- /dev/null +++ b/Assets/Scripts/SpatialisationSceneScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eac6953719472a7478a4ccd4fa673088 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Scripts/SpatialisationSceneScripts/CircleMotion.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3819b4d1512a80c4bb840f900fdebf13 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 new file mode 100644 index 0000000..4070f25 --- /dev/null +++ b/Assets/Scripts/Teleport.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dac71ea1b4107bd49843590c228e8e79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unity2LibPdSceneScripts.meta b/Assets/Scripts/Unity2LibPdSceneScripts.meta new file mode 100644 index 0000000..c77dd05 --- /dev/null +++ b/Assets/Scripts/Unity2LibPdSceneScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ef6493b2c1f8bd34abf41ee8bd0ff6a0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 index 0000000..2148297 --- /dev/null +++ b/Assets/Scripts/Unity2LibPdSceneScripts/Button2Bang.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe7f4d1cd9d3f034abf8714ebd112b9f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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); + } +} diff --git a/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs.meta b/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs.meta new file mode 100644 index 0000000..b868a05 --- /dev/null +++ b/Assets/Scripts/Unity2LibPdSceneScripts/Proximity2Float.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a9938c030594e514d9edbac86ff1ee52 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Soundfiles.meta b/Assets/Soundfiles.meta new file mode 100644 index 0000000..adadf1c --- /dev/null +++ b/Assets/Soundfiles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2dced0ca8c0ab1478777dfbc0a58590 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Soundfiles/SpatialiserFix.wav b/Assets/Soundfiles/SpatialiserFix.wav new file mode 100644 index 0000000..50ff1ff Binary files /dev/null and b/Assets/Soundfiles/SpatialiserFix.wav differ diff --git a/Assets/Soundfiles/SpatialiserFix.wav.meta b/Assets/Soundfiles/SpatialiserFix.wav.meta new file mode 100644 index 0000000..38358e2 --- /dev/null +++ b/Assets/Soundfiles/SpatialiserFix.wav.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 0dcf45c10555ee943b10c474b1d1fee2 +AudioImporter: + externalObjects: {} + serializedVersion: 6 + defaultSettings: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets.meta b/Assets/StreamingAssets.meta new file mode 100644 index 0000000..8d1655c --- /dev/null +++ b/Assets/StreamingAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a2629489e8cc2b44b907c8bc43abd43f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets.meta b/Assets/StreamingAssets/PdAssets.meta new file mode 100644 index 0000000..88b72cd --- /dev/null +++ b/Assets/StreamingAssets/PdAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 663eb7b3ec5d45a408ff30cfca6b17ea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/SpatialisationPatches.meta b/Assets/StreamingAssets/PdAssets/SpatialisationPatches.meta new file mode 100644 index 0000000..fa8adcd --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/SpatialisationPatches.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: db4a10b358f54964083147f9e3d55583 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd new file mode 100644 index 0000000..95e30cb --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd @@ -0,0 +1,137 @@ +#N canvas -8 8 471 717 10; +#X obj 11 259 cnv 16 54 96 empty empty Spatialise_Output 32 -12 0 16 +-260584 -66577 0; +#X obj 10 21 cnv 16 214 212 empty empty Noise_Generation 4 -12 0 16 +-179694 -66577 0; +#X obj 15 331 dac~; +#X obj 15 25 noise~; +#X obj 33 169 vline~; +#X obj 33 99 random 200; +#X obj 33 122 + 400; +#X msg 33 145 \$1 1000; +#X obj 33 73 metro 1000; +#X obj 15 190 vcf~ 4; +#X msg 106 150 \$1 1000; +#X obj 106 87 random 21; +#X obj 106 127 + 4; +#X obj 106 176 line; +#X obj 33 43 loadbang; +#X obj 33 263 adc~; +#X obj 15 303 *~; +#X obj 39 303 *~; +#X obj 160 130 loadbang; +#X obj 160 153 delay 100; +#X msg 160 176 2 250; +#X obj 160 200 vline~; +#X obj 15 214 *~; +#X text 69 258 <- This section is what; +#X text 88 268 ensures our noise is; +#X text 88 279 spatialised in Unity; +#X text 108 305 Click here for an; +#X text 140 317 explanation:; +#N canvas 464 55 1066 681 explanation 0; +#X text 9 20 AudioSource Components.; +#X text 10 6 By default \, Unity only spatialises; +#X text 6 54 the AudioSource in a GameObject's chain; +#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); +#X text 8 156 into the audio input of our PD patch.; +#X text 8 96 To get around this we need to cheat the; +#X text 7 195 constant dc value of +1 (for this reason; +#X text 7 207 you should NOT attempt to play it through; +#X text 7 221 your speakers). When Unity applies its; +#X text 6 234 default spatialisation to it \, this gives; +#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; +#X text 6 321 correctly spatialised output.; +#X text 7 297 Simply multiplying our patch's stereo; +#N canvas 0 50 450 250 (subpatch) 0; +#X array SpatialiserFix 100 float 5; +#A 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 +1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 +1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 +1; +#X coords 0 1.2 100 -1.2 100 70 1 0 0; +#X restore 400 35 graph; +#X obj 400 122 hsl 128 16 0 1 0 0 empty PanReceive Pan_Control -2 -8 +0 14 -262144 -1 -1 0 1; +#N canvas 20 81 626 466 spatialisation 0; +#X obj 7 8 inlet; +#X obj 251 14 loadbang; +#X msg 251 31 0; +#X obj 226 60 f; +#X obj 285 59 + 1; +#X obj 75 156 *; +#X obj 15 154 -; +#X msg 3 131 1; +#X obj 31 177 *; +#X obj 225 80 % 100; +#X obj 66 101 tabread SpatialiserFix; +#X msg 82 33 bang; +#X obj 75 186 s RightOutput; +#X obj 31 203 s LeftOutput; +#X connect 0 0 6 1; +#X connect 0 0 11 0; +#X connect 0 0 5 0; +#X connect 1 0 2 0; +#X connect 2 0 3 1; +#X connect 3 0 4 0; +#X connect 3 0 9 0; +#X connect 4 0 3 1; +#X connect 5 0 12 0; +#X connect 6 0 8 0; +#X connect 7 0 6 0; +#X connect 8 0 13 0; +#X connect 9 0 10 0; +#X connect 10 0 8 1; +#X connect 10 0 5 1; +#X connect 10 0 7 0; +#X connect 11 0 3 0; +#X restore 398 151 pd spatialisation; +#X obj 451 186 vsl 32 96 0 1 0 0 empty RightOutput R 10 -9 0 16 -262144 +-1 -1 0 1; +#X obj 399 186 vsl 32 96 0 1 0 0 empty LeftOutput L 12 -9 0 16 -262144 +-1 -1 0 1; +#X text 322 59 AudioSource; +#X text 354 130 Unity; +#X text 293 141 Spatialisation:; +#X text 319 212 AudioSource; +#X text 347 223 Output:; +#X text 290 3 Effectively \, what we are doing is:; +#X text 291 71 Soundfile Input:; +#X text 437 288 |; +#X text 437 296 v; +#X text 376 309 Fed to our patch via; +#X text 391 321 its adc~ object.; +#X connect 23 0 24 0; +#X restore 128 337 pd explanation; +#X connect 3 0 9 0; +#X connect 4 0 9 1; +#X connect 5 0 6 0; +#X connect 6 0 7 0; +#X connect 7 0 4 0; +#X connect 8 0 5 0; +#X connect 8 0 11 0; +#X connect 9 0 22 0; +#X connect 10 0 13 0; +#X connect 11 0 12 0; +#X connect 12 0 10 0; +#X connect 13 0 9 2; +#X connect 14 0 8 0; +#X connect 15 0 16 1; +#X connect 15 1 17 1; +#X connect 16 0 2 0; +#X connect 17 0 2 1; +#X connect 18 0 19 0; +#X connect 19 0 20 0; +#X connect 20 0 21 0; +#X connect 21 0 22 1; +#X connect 22 0 16 0; +#X connect 22 0 17 0; diff --git a/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd.meta b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd.meta new file mode 100644 index 0000000..e889db5 --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/FilteredNoise.pd.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0f0b3965e1ca19a479d4cc4e00cd2810 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd new file mode 100644 index 0000000..101f555 --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd @@ -0,0 +1,152 @@ +#N canvas 419 111 793 497 10; +#X obj 14 226 dac~; +#N canvas 12 244 437 409 oscillator 0; +#X obj 13 179 outlet~; +#X obj 13 121 *~ 0.25; +#X obj 13 43 mtof; +#X obj 46 57 * 1.005; +#X obj 13 155 *~; +#X obj 115 22 inlet; +#X msg 115 116 \$1 1000; +#X obj 115 140 vline~; +#X obj 115 95 / 100; +#X obj 13 13 inlet; +#X obj 46 89 osc~; +#X obj 13 90 osc~; +#X obj 115 44 random 60; +#X obj 115 68 + 40; +#X connect 1 0 4 0; +#X connect 2 0 3 0; +#X connect 2 0 11 0; +#X connect 3 0 10 0; +#X connect 4 0 0 0; +#X connect 5 0 12 0; +#X connect 6 0 7 0; +#X connect 7 0 4 1; +#X connect 8 0 6 0; +#X connect 9 0 2 0; +#X connect 10 0 1 0; +#X connect 11 0 1 0; +#X connect 12 0 13 0; +#X connect 13 0 8 0; +#X restore 14 145 pd oscillator; +#X obj 14 3 loadbang; +#X obj 97 17 metro 2000; +#N canvas 12 244 437 409 oscillator 0; +#X obj 13 179 outlet~; +#X obj 14 90 osc~; +#X obj 13 121 *~ 0.25; +#X obj 46 90 osc~; +#X obj 14 43 mtof; +#X obj 13 155 *~; +#X obj 115 15 inlet; +#X msg 115 116 \$1 1000; +#X obj 115 140 vline~; +#X obj 115 95 / 100; 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+#X connect 11 0 3 0; +#X connect 12 0 13 0; +#X connect 13 0 9 0; +#X restore 203 144 pd oscillator; +#N canvas 12 244 437 409 oscillator 0; +#X obj 13 179 outlet~; +#X obj 14 90 osc~; +#X obj 46 90 osc~; +#X obj 14 43 mtof; +#X obj 13 155 *~; +#X obj 115 12 inlet; +#X msg 115 116 \$1 1000; +#X obj 115 140 vline~; +#X obj 115 95 / 100; +#X obj 13 13 inlet; +#X obj 13 121 *~ 0.2; +#X obj 46 57 * 1.002; +#X obj 115 37 random 60; +#X obj 115 65 + 40; +#X connect 1 0 10 0; +#X connect 2 0 10 0; +#X connect 3 0 1 0; +#X connect 3 0 11 0; +#X connect 4 0 0 0; +#X connect 5 0 12 0; +#X connect 6 0 7 0; +#X connect 7 0 4 1; +#X connect 8 0 6 0; +#X connect 9 0 3 0; +#X connect 10 0 4 0; +#X connect 11 0 2 0; +#X connect 12 0 13 0; +#X connect 13 0 8 0; +#X restore 299 144 pd oscillator; +#X msg 299 123 71; +#X msg 203 123 67; +#X msg 109 123 64; +#X msg 14 123 60; +#X obj 14 187 *~ 0.25; +#X text 177 2 This patch implements a simple; +#X text 177 14 4-note drone \, using a metro; +#X text 177 25 object to vary the levels of; +#X text 177 36 the 4 oscillators.; +#X connect 1 0 11 0; +#X connect 2 0 3 0; +#X connect 2 0 10 0; +#X connect 2 0 9 0; +#X connect 2 0 8 0; +#X connect 2 0 7 0; +#X connect 3 0 1 1; +#X connect 3 0 4 1; +#X connect 3 0 5 1; +#X connect 3 0 6 1; +#X connect 4 0 11 0; +#X connect 5 0 11 0; +#X connect 6 0 11 0; +#X connect 7 0 6 0; +#X connect 8 0 5 0; +#X connect 9 0 4 0; +#X connect 10 0 1 0; +#X connect 11 0 0 0; +#X connect 11 0 0 1; diff --git a/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd.meta b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd.meta new file mode 100644 index 0000000..5f55656 --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/SpatialisationPatches/SineDrone.pd.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 55f52df84da09804c81d203410a4fdde +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches.meta b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches.meta new file mode 100644 index 0000000..262783e --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 853ac0c2356fc594eaa44442915600c8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd new file mode 100644 index 0000000..c7e4d41 --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd @@ -0,0 +1,42 @@ +#N canvas 481 50 704 553 10; +#X obj 35 195 adc~; +#X obj 6 190 cnv 16 60 80 empty empty Spatialise_Output 40 -12 0 16 +-260584 -66577 0; +#X obj 6 107 cnv 16 162 60 empty empty Amplitude_Envelope 24 -12 0 +16 -179694 -66577 0; +#X obj 14 253 dac~; +#X obj 32 194 adc~; +#X obj 14 230 *~; +#X obj 39 230 *~; +#X obj 14 18 osc~ 440; +#X obj 14 148 *~; +#X obj 84 134 vline~; +#X msg 84 113 1 10; +#X msg 131 119 0 10; +#X obj 131 65 receive VolumeDown; +#X obj 84 46 receive VolumeUp; +#X text 70 206 See FilteredNoise.pd in; +#X text 70 217 the Spatialisation scene; +#X text 71 228 for an explanation of; +#X text 70 238 this structure.; +#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; +#X text 265 73 VolumeUp and; +#X text 193 84 VolumeDown will trigger; +#X text 258 95 a ramp of the; +#X text 194 106 oscillator's amplitude.; +#X connect 4 0 5 1; +#X connect 4 1 6 1; +#X connect 5 0 3 0; +#X connect 6 0 3 1; +#X connect 7 0 8 0; +#X connect 8 0 5 0; +#X connect 8 0 6 0; +#X connect 9 0 8 1; +#X connect 10 0 9 0; +#X connect 11 0 9 0; +#X connect 12 0 11 0; +#X connect 13 0 10 0; diff --git a/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd.meta b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd.meta new file mode 100644 index 0000000..f64b8be --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/BangExample.pd.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 131d5aebbccdcfb4cb9e49d9daf8227c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd new file mode 100644 index 0000000..81075de --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd @@ -0,0 +1,40 @@ +#N canvas 365 101 635 495 10; +#X obj 68 152 cnv 16 54 80 empty empty Spatialisation_Output 32 -12 +0 16 -260584 -66577 0; +#X obj 73 214 dac~; +#X obj 91 155 adc~; +#X obj 73 191 *~; +#X obj 98 190 *~; +#X obj 7 111 osc~; +#X obj 73 125 *~; +#X obj 91 57 vline~; +#X obj 7 93 +~ 110; +#X obj 91 92 *~ 0.5; +#X obj 7 72 *~ 1550; +#X msg 91 38 \$1 5; +#X obj 91 5 receive proximity; +#X text 137 23 Here \, sending a float from; +#X text 137 33 Unity to the proximity; +#X text 137 45 receive object triggers a; +#X text 137 56 short vline~ ramp that; +#X text 137 66 applies to both the; +#X text 136 77 oscillator's frequency \,; +#X text 136 88 and its amplitude.; +#X text 125 166 See FilteredNoise.pd in; +#X text 124 175 the Spatialisation scene; +#X text 125 185 for an explanation of; +#X text 124 195 this structure.; +#X connect 2 0 3 1; +#X connect 2 1 4 1; +#X connect 3 0 1 0; +#X connect 4 0 1 1; +#X connect 5 0 6 0; +#X connect 6 0 3 0; +#X connect 6 0 4 0; +#X connect 7 0 9 0; +#X connect 7 0 10 0; +#X connect 8 0 5 0; +#X connect 9 0 6 1; +#X connect 10 0 8 0; +#X connect 11 0 7 0; +#X connect 12 0 11 0; diff --git a/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd.meta b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd.meta new file mode 100644 index 0000000..514dd98 --- /dev/null +++ b/Assets/StreamingAssets/PdAssets/Unity2LibPdPatches/FloatExample.pd.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7341d6c8b5ae80f4b9c3e55c68de573e +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Unity - Shortcut.lnk b/Assets/Unity - Shortcut.lnk new file mode 100644 index 0000000..ab5e520 Binary files /dev/null and b/Assets/Unity - Shortcut.lnk differ diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..ac3218b --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,18 @@ +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. diff --git a/LibPdIntegrationExamples.csproj b/LibPdIntegrationExamples.csproj new file mode 100644 index 0000000..3c82764 --- /dev/null +++ b/LibPdIntegrationExamples.csproj @@ -0,0 +1,328 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {A483BD06-E30A-FEC7-8139-ACBA2BD2B58D} + Library + Assembly-CSharp.dll + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Subset v3.5 + + + Game:1 + StandaloneWindows64:19 + 2018.1.0f2 + + + 4 + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + 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m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate + m_Enabled: 0 + m_CaptureEditorExceptions: 1 + UnityPurchasingSettings: + m_Enabled: 0 + m_TestMode: 0 + UnityAnalyticsSettings: + m_Enabled: 1 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_TestEventUrl: + m_TestConfigUrl: + UnityAdsSettings: + m_Enabled: 0 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_IosGameId: + m_AndroidGameId: + m_GameIds: {} + m_GameId: + PerformanceReportingSettings: + m_Enabled: 0 diff --git a/README.md b/README.md new file mode 100644 index 0000000..6d381b5 --- /dev/null +++ b/README.md @@ -0,0 +1,24 @@ +# LibPdIntegrationExamples + +![Unity example project, spatialisation scene](docs/images/screenshot-spatialisation.jpg) + +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 new file mode 100644 index 0000000..4419401 --- /dev/null +++ b/ToDo.txt @@ -0,0 +1,10 @@ +LibPd Integration Examples +-------------------------- +- Generate documentation from LibPdInstance.cs. + +Further down the line: +---------------------- +- LibPd -> Unity Example. +- MIDI Example. +- Array Example. +- List/Message Example. diff --git a/Unity.PackageManagerUI.Editor.csproj b/Unity.PackageManagerUI.Editor.csproj new file mode 100644 index 0000000..544a8a8 --- /dev/null +++ b/Unity.PackageManagerUI.Editor.csproj @@ -0,0 +1,402 @@ + + + + Debug + AnyCPU + 10.0.20506 + 2.0 + {6877705C-FBD9-0C4F-5AFB-6FB431E5D39D} + Library + Unity.PackageManagerUI.Editor.dll + 512 + {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + .NETFramework + v3.5 + Unity Full v3.5 + + + Editor:5 + StandaloneWindows64:19 + 2018.1.0f2 + + + 4 + + + pdbonly + false + Temp\UnityVS_bin\Debug\ + Temp\UnityVS_obj\Debug\ + prompt + 4 + 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+ true + + + pdbonly + false + Temp\UnityVS_bin\Release\ + Temp\UnityVS_obj\Release\ + prompt + 4 + 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