// EnvelopeFollower.cs - Script to set the y-axis position of a GameObject based // an amplitude value sent to use from PD. // ----------------------------------------------------------------------------- // Copyright (c) 2020 Niall Moody // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // ----------------------------------------------------------------------------- using UnityEngine; /// Script to set the y-axis position of a GameObject based an amplitude value sent to use from PD. public class EnvelopeFollower : MonoBehaviour { /// The PD patch we are going to listen to. public LibPdInstance pdPatch; /// The Transform of the GameObject we are going to move. public Transform moveObject; /// We need to tell pdPatch which PD send object we want to listen to. void Start() { //Bind to the named send object. pdPatch.Bind("AmplitudeEnvelope"); } /// Clean up after ourselves and unbind from the AmplitudeEnvelope object. /// (not strictly necessary in this code, but a good habit to get into) void OnDestroy() { //Unbind from the named send object. //pdPatch.UnBind("AmplitudeEnvelope"); } /// Our receive function. This will be called whenever a bound send object /// in our PD patch fires. public void FloatReceive(string sender, float value) { //This function will get called for *every* Float event sent by our //patch, so we need to make sure we're only acting on the //*AmplitudeEnvelope* event that we're actually interested in. if(sender == "AmplitudeEnvelope") { moveObject.position = new Vector3(moveObject.position.x, 0.5f + value, moveObject.position.z); } } }