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