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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).

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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.

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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.

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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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// 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();
}
}
}

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// PlayerMovement.cs - Simple first person movement script.
// -----------------------------------------------------------------------------
// 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;
/// Simple first person movement script, included so we don't need to include
/// any Standard Assets (they're far heavier than we need).
public class PlayerMovement : MonoBehaviour {
/// Used to implement mouselook on the vertical axis.
public Camera playerCamera;
/// Used to set the player's rotation around the y-axis.
private float playerRotation;
/// Used to implement mouselook on the vertical axis.
private float viewY;
/// Used to let the player jump.
private float jumpAmount;
/// We use this to hide the mouse cursor.
void Start () {
Cursor.visible = false;
}
/// This is where we move the Player object and Camera.
void Update () {
//Get our current WASD speed.
Vector3 strafe = new Vector3(Input.GetAxis("Horizontal") * 10.0f, 0.0f, 0.0f);
float forwardSpeed = Input.GetAxis("Vertical") * 10.0f;
//Get our current mouse/camera rotation.
playerRotation = Input.GetAxis("Mouse X") * 6.0f;
viewY = Input.GetAxis("Mouse Y") * 4.0f;
//Don't let the player rotate the camera more than 90 degrees on the
//y-axis.
viewY = Mathf.Clamp(viewY, -90.0f, 90.0f);
//Rotate the camera up/down.
playerCamera.transform.Rotate(new Vector3(-viewY, 0.0f, 0.0f));
//Rotate player (clamped so they can't move so fast they make themselves
//sick).
Mathf.Clamp(playerRotation, -5.0f, 5.0f);
transform.Rotate(0.0f, playerRotation, 0.0f);
//Jump player.
CharacterController controller = GetComponent<CharacterController>();
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);
}
}

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// 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;
}
}

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// 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);
}
}

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// 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");
}
}

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// 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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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.

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