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