// Midi2Unity.cs - Script to visualise MIDI input from our PD patch. // ----------------------------------------------------------------------------- // 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 visualise MIDI input from our PD patch. /// /// This script does 2 things: /// /// 1.) Toggles note playback when the player enters/exits the trigger volume. /// /// 2.) Visualises incoming MIDI notes from our PD patch. public class Midi2Unity : MonoBehaviour { /// Our PD patch. public LibPdInstance pdPatch; /// Our 12 note lights. public GameObject[] lights; /// This will get called for every note on/off message we receive from our patch. public void NoteReceived(int channel, int note, int velocity) { int wrappedNote = note % 12; for(int i=0;i wrappedNote) { lights[wrappedNote].SetActive(true); } } /// Toggle note playback when player enters trigger volume. private void OnTriggerEnter(Collider other) { pdPatch.SendBang("Toggle"); } /// Toggle note playback when player exits trigger volume. private void OnTriggerExit(Collider other) { for(int i=0;i