LibPdIntegrationExamples/Assets/Scripts/LibPd2UnitySceneScripts/EnvelopeFollower.cs
2020-12-03 16:20:37 +00:00

65 lines
2.6 KiB
C#

// 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.
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);
}
}
}