added verbose onoff & added new example & added universal or not select

- now use : ./update.sh osx release x86_64 or ./update.sh osx release 
universal

by default, it is universal.
This commit is contained in:
Dooho Yi 2023-10-23 15:21:00 +09:00
parent 816d0e8e43
commit db6b1d3085
29 changed files with 854 additions and 207 deletions

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@ -1,110 +1,70 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=5 format=2]
[sub_resource type="GDScript" id=1] [ext_resource path="res://main.gd" type="Script" id=1]
script/source = "extends Control
var _gdpd [sub_resource type="PhysicsMaterial" id=3]
var _patches = []
func _load_patch(pd_patch) : [sub_resource type="SphereShape" id=1]
#separate file name from directory
var patch_name = pd_patch.split(\"/\")[-1]
var patch_dir = pd_patch.trim_suffix(patch_name)
#load patch [sub_resource type="SphereMesh" id=2]
var id = _gdpd.openPatch(patch_name, patch_dir) resource_local_to_scene = true
_patches.append(id)
# print(\"loading:\" + str(id))
func _ready() :
_gdpd = load(\"res://addons/gdpd/bin/gdpd.gdns\").new()
func _process(delta) :
while _gdpd.has_message() :
var msg = _gdpd.get_next()
print(msg)
if msg[0] == \"random\" :
# print(\"r\")
pass
func _on_Start_pressed() :
var inps = _gdpd.get_available_input_devices()
var outs = _gdpd.get_available_output_devices()
# _gdpd.init(0, 2, 48000, 64)
_gdpd.init_devices(inps[0], outs[0])
#the patch path should be the absolute one
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_load_patch(ProjectSettings.globalize_path(\"res://patch.pd\"))
_gdpd.subscribe(\"toGodot\")
func _on_Stop_pressed() :
print(_patches)
for id in _patches:
# print(\"closing:\" + str(id))
_gdpd.closePatch(id)
# _patches.erase(id) # <= BAD!
# Do not erase entries while iterating over the array !!
_patches.clear()
_gdpd.stop()
func _on_Send_pressed() :
_gdpd.start_message(1)
_gdpd.add_float(300)
_gdpd.finish_list(\"fromGodot\")
[node name="main" type="RigidBody" groups=["sounders"]]
collision_layer = 4
collision_mask = 0
physics_material_override = SubResource( 3 )
gravity_scale = 0.0
script = ExtResource( 1 )
patch = "#N canvas 574 271 456 518 12;
#X obj 361 21 loadbang;
#X msg 361 51 \\; pd dsp 1;
#X floatatom 21 198 5 0 0 0 - - - 0;
#X obj 21 22 r fromGodot\\$0;
#X obj 21 46 list trim;
#X obj 199 467 dac~ 1 2;
#X obj 199 407 *~;
#X obj 189 230 line~;
#X msg 189 206 \\$1 100;
#X obj 189 127 unpack f f;
#X floatatom 189 177 5 0 0 0 - - - 0;
#X obj 21 256 noise~;
#X obj 21 286 bp~ 500 1000;
#X obj 21 70 route freq gain panvol;
#X obj 21 316 *~;
#X msg 296 338 \\$1 100;
#X floatatom 296 159 5 0 0 0 - - - 0;
#X obj 199 437 earplug~ 0 0;
#X obj 296 362 line;
#X obj 122 158 != 0;
#X obj 122 206 switch~;
#X obj 122 182 tgl 19 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000 0 1;
#X connect 2 0 12 1;
#X connect 3 0 4 0;
#X connect 4 0 13 0;
#X connect 6 0 17 0;
#X connect 7 0 6 1;
#X connect 8 0 7 0;
#X connect 9 0 10 0;
#X connect 9 1 16 0;
#X connect 10 0 8 0;
#X connect 10 0 19 0;
#X connect 11 0 12 0;
#X connect 12 0 14 0;
#X connect 13 0 2 0;
#X connect 13 1 14 1;
#X connect 13 2 9 0;
#X connect 14 0 6 0;
#X connect 15 0 18 0;
#X connect 16 0 15 0;
#X connect 17 0 5 0;
#X connect 17 1 5 1;
#X connect 18 0 17 1;
#X connect 19 0 21 0;
#X connect 21 0 20 0;
" "
[node name="Control" type="Control"] [node name="CollisionShape" type="CollisionShape" parent="."]
anchor_right = 1.0 shape = SubResource( 1 )
anchor_bottom = 1.0
script = SubResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Stop" type="Button" parent="."] [node name="MeshInstance" type="MeshInstance" parent="."]
anchor_left = 0.5 mesh = SubResource( 2 )
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -50.0
margin_top = 75.0
margin_right = 50.0
margin_bottom = 125.0
text = "Stop"
[node name="Start" type="Button" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -50.0
margin_top = -125.0
margin_right = 50.0
margin_bottom = -75.0
text = "Start"
[node name="Send" type="Button" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -50.0
margin_top = -25.0
margin_right = 50.0
margin_bottom = 25.0
text = "send"
[connection signal="pressed" from="Stop" to="." method="_on_Stop_pressed"]
[connection signal="pressed" from="Start" to="." method="_on_Start_pressed"]
[connection signal="pressed" from="Send" to="." method="_on_Send_pressed"]

78
GdpdExample/Player.gd Normal file
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extends KinematicBody
var camera_angle = 0
var mouse_sensitivity = 0.3
var camera_change = Vector2()
var velocity = Vector3()
var direction = Vector3()
#fly variables
const FLY_SPEED = 20
const FLY_ACCEL = 4
var mouse_captured = true
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
if mouse_captured:
aim()
fly(delta)
# emit signal - playerinfo_updated
var tf = $Head/Camera.get_global_transform_interpolated()
if tf != Events.player_tf_old:
Events.emit_signal("player_transform_updated", $Head/Camera.get_global_translation(), $Head.global_rotation.y)
Events.player_tf_old = tf
if Input.is_action_just_pressed('toggle_mouse'):
if mouse_captured:
mouse_captured = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
mouse_captured = true
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(event):
if event is InputEventMouseMotion:
camera_change = event.relative
func fly(delta):
# reset the direction of the player
direction = Vector3()
# get the rotation of the camera
var aim = $Head/Camera.get_global_transform().basis
# check input and change direction
if Input.is_action_pressed("move_forward"):
direction -= aim.z
if Input.is_action_pressed("move_backward"):
direction += aim.z
if Input.is_action_pressed("move_left"):
direction -= aim.x
if Input.is_action_pressed("move_right"):
direction += aim.x
direction = direction.normalized()
# where would the player go at max speed
var target = direction * FLY_SPEED
# calculate a portion of the distance to go
velocity = velocity.linear_interpolate(target, FLY_ACCEL * delta)
# move
move_and_slide(velocity)
func aim():
if camera_change.length() > 0:
$Head.rotate_y(deg2rad(-camera_change.x * mouse_sensitivity))
var change = -camera_change.y * mouse_sensitivity
if change + camera_angle < 90 and change + camera_angle > -90:
$Head/Camera.rotate_x(deg2rad(change))
camera_angle += change
camera_change = Vector2()

21
GdpdExample/Player.tscn Normal file
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[gd_scene load_steps=3 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[sub_resource type="CapsuleShape" id=1]
radius = 0.6
height = 2.0
[node name="Player" type="KinematicBody"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.52113, 0.98772 )
script = ExtResource( 1 )
[node name="Capsule" type="CollisionShape" parent="."]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0 )
shape = SubResource( 1 )
[node name="Head" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0 )
[node name="Camera" type="Camera" parent="Head"]
far = 10000.0

24
GdpdExample/Region.gd Normal file
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extends Spatial
var main = load("res://main.tscn")
var sub = load("res://osc.tscn")
func _ready():
# 'main' at center.
var m = main.instance()
add_child(m)
m.set_size(rand_range(10, 15))
m.audible_range_max = 80
m.set_freq(rand_range(100, 300))
m.set_gain(40)
# many 'sub' surrounds 'main' like satellites
for i in range(18):
var s = sub.instance()
add_child(s)
s.set_size(rand_range(0.2, 1.2))
s.set_color(Color.black)
var d = polar2cartesian(rand_range(20, 24), rand_range(0, 2*PI))
s.translate(Vector3(d.x, rand_range(-2, 2), d.y))
s.set_freq(rand_range(200, 2000))
s.set_gain(0.1)

6
GdpdExample/Region.tscn Normal file
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[gd_scene load_steps=2 format=2]
[ext_resource path="res://Region.gd" type="Script" id=1]
[node name="Region" type="Spatial"]
script = ExtResource( 1 )

11
GdpdExample/Scene.gd Normal file
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extends Node
#var region = load("res://Region.tscn")
func _ready():
pass
# for i in range(18):
# var oscnode = osctscn.instance()
# oscnode.set_size(randf()*5 + 0.2)
# oscnode.set_freq(randf()*800 + 200)
# add_child(oscnode)

44
GdpdExample/Scene.tscn Normal file
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[gd_scene load_steps=7 format=2]
[ext_resource path="res://Region.tscn" type="PackedScene" id=1]
[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
[ext_resource path="res://Scene.gd" type="Script" id=3]
[sub_resource type="BoxShape" id=1]
extents = Vector3( 300, 1, 300 )
[sub_resource type="CubeMesh" id=2]
size = Vector3( 600, 2, 600 )
[sub_resource type="Environment" id=3]
fog_enabled = true
[node name="Scene" type="Node"]
script = ExtResource( 3 )
[node name="StaticBody" type="StaticBody" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0 )
[node name="CollisionShape" type="CollisionShape" parent="StaticBody"]
shape = SubResource( 1 )
[node name="MeshInstance" type="MeshInstance" parent="StaticBody"]
mesh = SubResource( 2 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 1, 0, 0, 0, 0.158589, 0.987345, 0, -0.987345, 0.158589, 0, 57.3999, 0 )
shadow_enabled = true
[node name="Player" parent="." instance=ExtResource( 2 )]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource( 3 )
[node name="Region" parent="." instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 30, 0 )
[node name="Region2" parent="." instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -193.573, 78.9511, 112.625 )
[node name="Region3" parent="." instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 67.7793, 64.9703, -27.1477 )

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@ -0,0 +1,6 @@
extends Node
var player_tf_old = Transform()
signal player_transform_updated(position, heading)
# position : Vector3
# heading : Vector2 (projected x-z plane, and normalized)

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://autoload/Events.gd" type="Script" id=1]
[node name="Events" type="Node"]
script = ExtResource( 1 )

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extends Node
#gdpd (pd interface with godot)
var _gdpd
var _patches = []
export (bool) var _enable_gui = false
export (String) var _gui_path = "/Applications/Pd-0.53-1.app/Contents/Resources"
export (bool) var _verbose = false
export (float) var _sample_rate = 48000
export (int) var _blocksize = 256
func _ready():
_gdpd = load("res://addons/gdpd/bin/gdpd.gdns").new()
if _enable_gui:
# set gui path to activate gui window (otherwise, nogui)
_gdpd.set_gui_path(_gui_path)
_gdpd.set_volume(1) # by default, volume(gain) == 0
_gdpd.set_verbose(_verbose) # by default, suppress 'print'
_gdpd.init(0, 2, _sample_rate, _blocksize)
_gdpd.computeAudio(true) # [; pd dsp 1 (
_gdpd.subscribe("toGodot")
# delayed 'stream start' to prevent start-up 'pop' noise.
yield(get_tree().create_timer(0.3), "timeout")
_gdpd.streamstart()
func _exit_tree():
if _patches.size() != 0:
print()
print("! ======== * purging leftover opened patches ... * ======== !")
print()
for id in _patches:
_gdpd.closePatch(id)
_patches.clear()
_gdpd.stop()
func load_patch(pd_patch) -> int:
#the patch path should be the absolute one
#separate file name from directory
var patch_name = pd_patch.split("/")[-1]
var patch_dir = pd_patch.trim_suffix(patch_name)
var id = _gdpd.openPatch(patch_name, patch_dir)
_patches.append(id)
return id
func close_patch(id):
if id in _patches:
_gdpd.closePatch(id)
_patches.erase(id)
func _process(_delta) :
while _gdpd.has_message():
var msg = _gdpd.get_next()
print(msg)
# if msg[0] == "random":
# print("r")
# ==== archived. ====
# duplicate "res://" into 'user://' ==> we need godot 4 for this approach..
# _copydirectory_recursive("res://", "user://")
## copy directory recursively ==> we need godot 4 for this approach..
#func _copydirectory_recursive(src, dst):
# var dotfolders = RegEx.new()
# dotfolders.compile("^\\.\\w*")
# var pdfiles = RegEx.new()
# pdfiles.compile("\\w+\\.pd$")
# var dir = Directory.new()
# if dir.open(src) == OK:
# dir.list_dir_begin()
# var file_name = dir.get_next()
# while file_name != "":
# if dir.current_is_dir():
# print("Found directory: " + file_name)
# if not dotfolders.search(file_name):
# dir.make_dir(dst + "/" + file_name)
# _copydirectory_recursive(dir.get_current_dir() + "/" + file_name, dst + "/" + file_name)
# else:
# if pdfiles.search(file_name):
# print("Found puredata file: " + file_name)
# dir.copy(src + "/" + file_name, dst + "/" + file_name)
#
# file_name = dir.get_next()
# else:
# print("An error occurred when trying to access the path. : " + src)

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://autoload/Global.gd" type="Script" id=1]
[node name="Global" type="Node"]
script = ExtResource( 1 )

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@ -0,0 +1,73 @@
[preset.0]
name="Mac OSX"
platform="Mac OSX"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="./Sands and Waves (worldscene1).dmg"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
application/name=""
application/info="Made with Godot Engine"
application/icon=""
application/identifier="in.dianaband.worldscene1"
application/signature=""
application/app_category="Games"
application/short_version="1.0"
application/version="1.0"
application/copyright=""
display/high_res=false
privacy/microphone_usage_description=""
privacy/camera_usage_description=""
privacy/location_usage_description=""
privacy/address_book_usage_description=""
privacy/calendar_usage_description=""
privacy/photos_library_usage_description=""
privacy/desktop_folder_usage_description=""
privacy/documents_folder_usage_description=""
privacy/downloads_folder_usage_description=""
privacy/network_volumes_usage_description=""
privacy/removable_volumes_usage_description=""
codesign/enable=true
codesign/identity=""
codesign/timestamp=false
codesign/hardened_runtime=false
codesign/replace_existing_signature=true
codesign/entitlements/custom_file=""
codesign/entitlements/allow_jit_code_execution=false
codesign/entitlements/allow_unsigned_executable_memory=false
codesign/entitlements/allow_dyld_environment_variables=false
codesign/entitlements/disable_library_validation=true
codesign/entitlements/audio_input=false
codesign/entitlements/camera=false
codesign/entitlements/location=false
codesign/entitlements/address_book=false
codesign/entitlements/calendars=false
codesign/entitlements/photos_library=false
codesign/entitlements/apple_events=false
codesign/entitlements/debugging=false
codesign/entitlements/app_sandbox/enabled=false
codesign/entitlements/app_sandbox/network_server=false
codesign/entitlements/app_sandbox/network_client=false
codesign/entitlements/app_sandbox/device_usb=false
codesign/entitlements/app_sandbox/device_bluetooth=false
codesign/entitlements/app_sandbox/files_downloads=0
codesign/entitlements/app_sandbox/files_pictures=0
codesign/entitlements/app_sandbox/files_music=0
codesign/entitlements/app_sandbox/files_movies=0
codesign/custom_options=PoolStringArray( )
notarization/enable=false
notarization/apple_id_name=""
notarization/apple_id_password=""
notarization/apple_team_id=""
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false

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82
GdpdExample/main.gd Normal file
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extends RigidBody
export (String, MULTILINE) var patch = ""
export (float, 0, 100) var audible_range_max = 10.0
var _use_earplug = false
var _my_patch = "res://main.pd"
var _my_id = 0
func set_size(size):
$CollisionShape.shape.radius = size
$MeshInstance.mesh.radius = size
$MeshInstance.mesh.height = size * 2
func set_freq(freq):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('freq')
Global._gdpd.add_float(freq)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_gain(gain):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('gain')
Global._gdpd.add_float(gain)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_color(color):
$MeshInstance.material_override = SpatialMaterial.new()
$MeshInstance.material_override.albedo_color = color
func _ready():
# save patch (for export)
# _save_patch()
# load patch
_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
# listen 'player_transform_updated' event
Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
func _on_Events_player_transform_updated(playerpos, playerheading):
var mypos = get_global_translation()
var mypos2d = Vector2(mypos.x, mypos.z)
var playerpos2d = Vector2(playerpos.x, playerpos.z)
# calculate distance
var distance = mypos.distance_to(playerpos)
# calculate angle
var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2)
# if angle > PI:
# angle = angle - PI*2
# radians to degrees
# if angle < 0:
# angle = angle + PI*2
angle = rad2deg(angle)
# (check)
# print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")")
# calculate gain
# var gain = max(1 - distance/audible_range_max, 0)
var gain = 1 - distance/audible_range_max
# send to the patch
Global._gdpd.start_message(3)
Global._gdpd.add_symbol("panvol")
Global._gdpd.add_float(gain)
Global._gdpd.add_float(angle)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func _exit_tree():
Global.close_patch(_my_id)
func _save_patch():
# save patch
# prepare directory
var patch_name = _my_patch.split("/")[-1]
var patch_dir = _my_patch.trim_suffix(patch_name)
var dir = Directory.new()
dir.make_dir_recursive(patch_dir)
# save to file
var file = File.new()
file.open(_my_patch, File.WRITE)
file.store_string(patch)
file.close()

53
GdpdExample/main.pd Normal file
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@ -0,0 +1,53 @@
#N canvas 574 271 456 518 12;
#X obj 361 21 loadbang;
#X msg 361 51 \; pd dsp 1;
#X floatatom 21 198 5 0 0 0 - - - 0;
#X obj 21 22 r fromGodot\$0;
#X obj 21 46 list trim;
#X obj 199 467 dac~ 1 2;
#X obj 199 407 *~;
#X obj 189 264 line~;
#X msg 189 240 \$1 100;
#X obj 189 127 unpack f f;
#X floatatom 189 177 5 0 0 0 - - - 0;
#X obj 21 256 noise~;
#X obj 21 286 bp~ 500 1000;
#X obj 21 70 route freq gain panvol;
#X obj 21 316 *~;
#X msg 296 338 \$1 100;
#X floatatom 296 159 5 0 0 0 - - - 0;
#X obj 199 437 earplug~ 0 0;
#X obj 296 362 line;
#X obj 132 310 switch~;
#X obj 132 286 tgl 19 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000 0 1;
#X obj 132 262 change;
#X text 89 155 switch on/off before 0 to stop startup pops, f 12;
#X obj 189 216 max 0;
#X obj 132 238 > -0.3;
#X obj 296 248 expr 360-$f1;
#X connect 2 0 12 1;
#X connect 3 0 4 0;
#X connect 4 0 13 0;
#X connect 6 0 17 0;
#X connect 7 0 6 1;
#X connect 8 0 7 0;
#X connect 9 0 10 0;
#X connect 9 1 16 0;
#X connect 10 0 23 0;
#X connect 10 0 24 0;
#X connect 11 0 12 0;
#X connect 12 0 14 0;
#X connect 13 0 2 0;
#X connect 13 1 14 1;
#X connect 13 2 9 0;
#X connect 14 0 6 0;
#X connect 15 0 18 0;
#X connect 16 0 25 0;
#X connect 17 0 5 0;
#X connect 17 1 5 1;
#X connect 18 0 17 1;
#X connect 20 0 19 0;
#X connect 21 0 20 0;
#X connect 23 0 8 0;
#X connect 24 0 21 0;
#X connect 25 0 15 0;

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GdpdExample/osc.gd Normal file
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extends RigidBody
export (String, MULTILINE) var patch = ""
export (float, 0, 100) var audible_range_max = 10.0
export (float, 1, 12) var preset = 1
var _my_patch = "res://osc.pd"
var _my_id = 0
func set_size(size):
$CollisionShape.shape.radius = size
$MeshInstance.mesh.radius = size
$MeshInstance.mesh.height = size * 2
func set_freq(freq):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('freq')
Global._gdpd.add_float(freq)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_gain(gain):
Global._gdpd.start_message(2)
Global._gdpd.add_symbol('gain')
Global._gdpd.add_float(gain)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_param(param):
Global._gdpd.start_message(param.size()+1)
Global._gdpd.add_symbol("param")
for i in range(param.size()):
Global._gdpd.add_float(param[i])
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_preset(prs):
preset = prs
Global._gdpd.start_message(2)
Global._gdpd.add_symbol("preset")
Global._gdpd.add_float(prs)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func set_color(color):
$MeshInstance.material_override = SpatialMaterial.new()
$MeshInstance.material_override.albedo_color = color
func _ready():
# save patch (for export)
# _save_patch()
# load patch
_my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch))
# listen 'player_transform_updated' event
Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated")
# send 'preset'
set_preset(preset)
func _on_Events_player_transform_updated(playerpos, playerheading):
var mypos = get_global_translation()
var mypos2d = Vector2(mypos.x, mypos.z)
var playerpos2d = Vector2(playerpos.x, playerpos.z)
# calculate distance
var distance = mypos.distance_to(playerpos)
# calculate angle
var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2)
# if angle > PI:
# angle = angle - PI*2
# radians to degrees
# if angle < 0:
# angle = angle + PI*2
angle = rad2deg(angle)
# (check)
# print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")")
# calculate gain
# var gain = max(1 - distance/audible_range_max, 0)
var gain = 1 - distance/audible_range_max
# send to the patch
Global._gdpd.start_message(3)
Global._gdpd.add_symbol("panvol")
Global._gdpd.add_float(gain)
Global._gdpd.add_float(angle)
Global._gdpd.finish_list("fromGodot" + String(_my_id))
func _exit_tree():
Global.close_patch(_my_id)
pass
func _save_patch():
# save patch
# prepare directory
var patch_name = _my_patch.split("/")[-1]
var patch_dir = _my_patch.trim_suffix(patch_name)
var dir = Directory.new()
dir.make_dir_recursive(patch_dir)
# save to file
var file = File.new()
file.open(_my_patch, File.WRITE)
file.store_string(patch)
file.close()

51
GdpdExample/osc.pd Normal file
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@ -0,0 +1,51 @@
#N canvas 540 203 456 518 12;
#X obj 361 21 loadbang;
#X msg 361 51 \; pd dsp 1;
#X obj 50 277 osc~ 440;
#X floatatom 21 198 5 0 0 0 - - - 0;
#X obj 21 22 r fromGodot\$0;
#X obj 21 46 list trim;
#X obj 199 467 dac~ 1 2;
#X obj 199 407 *~;
#X obj 189 127 unpack f f;
#X obj 21 70 route freq gain panvol;
#X obj 50 301 *~;
#X msg 296 338 \$1 100;
#X floatatom 296 159 5 0 0 0 - - - 0;
#X obj 199 437 earplug~ 0 0;
#X obj 296 362 line;
#X obj 189 264 line~;
#X msg 189 240 \$1 100;
#X floatatom 189 177 5 0 0 0 - - - 0;
#X obj 132 310 switch~;
#X obj 132 286 tgl 19 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000 0 1;
#X obj 132 262 change;
#X text 89 155 switch on/off before 0 to stop startup pops, f 12;
#X obj 189 216 max 0;
#X obj 132 238 > -0.3;
#X obj 296 248 expr 360-$f1;
#X connect 2 0 10 0;
#X connect 3 0 2 0;
#X connect 4 0 5 0;
#X connect 5 0 9 0;
#X connect 7 0 13 0;
#X connect 8 0 17 0;
#X connect 8 1 12 0;
#X connect 9 0 3 0;
#X connect 9 1 10 1;
#X connect 9 2 8 0;
#X connect 10 0 7 0;
#X connect 11 0 14 0;
#X connect 12 0 24 0;
#X connect 13 0 6 0;
#X connect 13 1 6 1;
#X connect 14 0 13 1;
#X connect 15 0 7 1;
#X connect 16 0 15 0;
#X connect 17 0 22 0;
#X connect 17 0 23 0;
#X connect 19 0 18 0;
#X connect 20 0 19 0;
#X connect 22 0 16 0;
#X connect 23 0 20 0;
#X connect 24 0 11 0;

68
GdpdExample/osc.tscn Normal file
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@ -0,0 +1,68 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://osc.gd" type="Script" id=1]
[sub_resource type="PhysicsMaterial" id=3]
[sub_resource type="SphereShape" id=1]
[sub_resource type="SphereMesh" id=2]
resource_local_to_scene = true
[node name="osc" type="RigidBody" groups=["sounders"]]
collision_layer = 4
collision_mask = 0
physics_material_override = SubResource( 3 )
gravity_scale = 0.0
script = ExtResource( 1 )
patch = "#N canvas 540 203 456 518 12;
#X obj 361 21 loadbang;
#X msg 361 51 \\; pd dsp 1;
#X obj 80 277 osc~ 440;
#X floatatom 21 198 5 0 0 0 - - - 0;
#X obj 21 22 r fromGodot\\$0;
#X obj 21 46 list trim;
#X obj 199 467 dac~ 1 2;
#X obj 199 407 *~;
#X obj 189 230 line~;
#X msg 189 206 \\$1 100;
#X obj 189 127 unpack f f;
#X floatatom 189 177 5 0 0 0 - - - 0;
#X obj 21 70 route freq gain panvol;
#X obj 80 301 *~;
#X msg 296 338 \\$1 100;
#X floatatom 296 159 5 0 0 0 - - - 0;
#X obj 199 437 earplug~ 0 0;
#X obj 296 362 line;
#X obj 122 158 != 0;
#X obj 122 206 switch~;
#X obj 122 182 tgl 19 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000 0 1;
#X connect 2 0 13 0;
#X connect 3 0 2 0;
#X connect 4 0 5 0;
#X connect 5 0 12 0;
#X connect 7 0 16 0;
#X connect 8 0 7 1;
#X connect 9 0 8 0;
#X connect 10 0 11 0;
#X connect 10 1 15 0;
#X connect 11 0 9 0;
#X connect 11 0 18 0;
#X connect 12 0 3 0;
#X connect 12 1 13 1;
#X connect 12 2 10 0;
#X connect 13 0 7 0;
#X connect 14 0 17 0;
#X connect 15 0 14 0;
#X connect 16 0 6 0;
#X connect 16 1 6 1;
#X connect 17 0 16 1;
#X connect 18 0 20 0;
#X connect 20 0 19 0;
"
[node name="CollisionShape" type="CollisionShape" parent="."]
shape = SubResource( 1 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 2 )

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@ -1,28 +0,0 @@
#N canvas 427 209 450 357 12;
#X obj 292 61 loadbang;
#X msg 292 91 \; pd dsp 1;
#X obj 92 86 t b;
#X obj 61 38 bng 19 250 50 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000;
#X obj 300 299 dac~;
#X obj 300 239 osc~ 440;
#X obj 300 269 *~ 0.1;
#X obj 300 142 random 900;
#X obj 300 166 + 500;
#X floatatom 300 190 5 0 0 0 - - - 0;
#X obj 187 39 r fromGodot;
#X obj 117 308 s toGodot;
#X obj 117 278 list;
#X msg 117 248 random \$1;
#X connect 0 0 1 0;
#X connect 2 0 7 0;
#X connect 3 0 2 0;
#X connect 5 0 6 0;
#X connect 6 0 4 0;
#X connect 6 0 4 1;
#X connect 7 0 8 0;
#X connect 8 0 9 0;
#X connect 9 0 5 0;
#X connect 9 0 13 0;
#X connect 10 0 2 0;
#X connect 12 0 11 0;
#X connect 13 0 12 0;

View file

@ -1,15 +0,0 @@
#N canvas 436 326 450 300 12;
#X obj 116 235 dac~;
#X obj 116 175 osc~ 440;
#X obj 116 205 *~ 0.1;
#X obj 116 78 random 900;
#X obj 116 102 + 500;
#X floatatom 116 126 5 0 0 0 - - - 0;
#X obj 99 29 inlet;
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X connect 2 0 0 1;
#X connect 3 0 4 0;
#X connect 4 0 5 0;
#X connect 5 0 1 0;
#X connect 6 0 3 0;

View file

@ -1,17 +0,0 @@
#N canvas 203 306 402 347 12;
#X obj 292 61 loadbang;
#X obj 187 39 r blup;
#X msg 292 91 \; pd dsp 1;
#X obj 145 207 clone patch1-node 2;
#X floatatom 41 256 5 0 0 0 - - - 0;
#X msg 41 279 vis \$1 1;
#X msg 180 128 all bang;
#X obj 92 86 t b;
#X obj 61 38 bng 19 250 50 0 empty empty empty 0 -10 0 12 #fcfcfc #000000 #000000;
#X connect 0 0 2 0;
#X connect 1 0 7 0;
#X connect 4 0 5 0;
#X connect 5 0 3 0;
#X connect 6 0 3 0;
#X connect 7 0 6 0;
#X connect 8 0 7 0;

View file

@ -1,24 +0,0 @@
#N canvas 2 328 450 300 12;
#X obj 344 82 s pd;
#X obj 344 31 loadbang;
#X msg 344 55 dsp 1;
#X obj 152 134 dac~;
#X obj 152 110 *~ 0.1;
#X obj 152 86 osc~ 600;
#X obj 240 111 loadbang;
#X obj 241 141 metro 1000;
#X msg 240 168 patch2 0;
#X obj 230 239 s toBfWeb;
#X obj 247 207 list append;
#X obj 24 166 r toBfWeb;
#X obj 24 190 print patch2;
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X connect 4 0 3 0;
#X connect 4 0 3 1;
#X connect 5 0 4 0;
#X connect 6 0 7 0;
#X connect 7 0 8 0;
#X connect 8 0 10 0;
#X connect 10 0 9 0;
#X connect 11 0 12 0;

View file

@ -8,26 +8,59 @@
config_version=4 config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application] [application]
config/name="GdpdExample" config/name="Sands and Waves (worldscene1)"
run/main_scene="res://Main.tscn" run/main_scene="res://Scene.tscn"
run/low_processor_mode=true
config/icon="res://icon.png" config/icon="res://icon.png"
[display] [autoload]
window/size/width=480 Global="*res://autoload/Global.tscn"
window/size/height=640 Events="*res://autoload/Events.tscn"
window/stretch/mode="2d"
window/stretch/aspect="keep" [gui]
common/drop_mouse_on_gui_input_disabled=true
[input]
move_right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
move_forward={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
move_backward={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
toggle_mouse={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[layer_names]
3d_physics/layer_1="world"
3d_physics/layer_2="player"
3d_physics/layer_3="sounder"
[physics]
common/enable_pause_aware_picking=true
[rendering] [rendering]
vram_compression/import_etc=true
vram_compression/import_etc2=false
environment/default_environment="res://default_env.tres" environment/default_environment="res://default_env.tres"

View file

@ -14,6 +14,7 @@ opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(BoolVariable('use_mingw', "Use the MingW for cross-compiling", 'no')) opts.Add(BoolVariable('use_mingw', "Use the MingW for cross-compiling", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'GdpdExample/addons/gdpd/bin/')) opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'GdpdExample/addons/gdpd/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdpd', PathVariable.PathAccept)) opts.Add(PathVariable('target_name', 'The library name.', 'libgdpd', PathVariable.PathAccept))
opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
# Local dependency paths, adapt them to your setup # Local dependency paths, adapt them to your setup
godot_headers_path = "src/godot-cpp/godot-headers/" godot_headers_path = "src/godot-cpp/godot-headers/"
@ -53,8 +54,15 @@ if env['platform'] == "osx":
env['target_path'] += 'osx/' env['target_path'] += 'osx/'
cpp_library += '.osx' cpp_library += '.osx'
env.Append(CPPDEFINES=['__MACOSX_CORE__', 'HAVE_UNISTD_H', 'LIBPD_EXTRA']) env.Append(CPPDEFINES=['__MACOSX_CORE__', 'HAVE_UNISTD_H', 'LIBPD_EXTRA'])
env.Append(LINKFLAGS=['-arch', 'x86_64', '-arch', 'arm64', '-framework', 'CoreAudio', '-framework', 'CoreFoundation'])
env.Append(CCFLAGS=['-arch', 'x86_64', '-arch', 'arm64']) if env["macos_arch"] == "universal":
env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
else:
env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-arch", env["macos_arch"]])
env.Append(LINKFLAGS=['-framework', 'CoreAudio', '-framework', 'CoreFoundation'])
env.Append(CXXFLAGS=['-std=c++17']) env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'): if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2']) env.Append(CCFLAGS=['-g', '-O2'])

View file

@ -21,6 +21,7 @@ void Gdpd::_register_methods() {
register_method("computeAudio", &Gdpd::computeAudio); register_method("computeAudio", &Gdpd::computeAudio);
register_method("set_volume", &Gdpd::set_volume); register_method("set_volume", &Gdpd::set_volume);
register_method("set_gui_path", &Gdpd::set_gui_path); register_method("set_gui_path", &Gdpd::set_gui_path);
register_method("set_verbose", &Gdpd::set_verbose);
} }
int Gdpd::audioCallback(void *outputBuffer, void *inputBuffer, int Gdpd::audioCallback(void *outputBuffer, void *inputBuffer,
@ -32,7 +33,7 @@ int Gdpd::audioCallback(void *outputBuffer, void *inputBuffer,
return 0; return 0;
} }
Gdpd::Gdpd() : m_vol(0), m_gui_path("") { Gdpd::Gdpd() : m_vol(0), m_gui_path(""), m_verbose(false) {
//create message array //create message array
m_messages = new Array(); m_messages = new Array();
m_init=false; m_init=false;
@ -281,7 +282,9 @@ int Gdpd::finish_list(String destStr) {
} }
void Gdpd::print(const std::string& message) { void Gdpd::print(const std::string& message) {
if (m_verbose) {
Godot::print((std::string("GDPD : ")+message).c_str()); Godot::print((std::string("GDPD : ")+message).c_str());
}
} }
void Gdpd::receiveList(const std::string& dest, const pd::List& list) { void Gdpd::receiveList(const std::string& dest, const pd::List& list) {
@ -314,3 +317,7 @@ void Gdpd::set_gui_path(godot::String pathStr) {
void Gdpd::computeAudio(bool state) { //[; pd dsp 0/1 ( void Gdpd::computeAudio(bool state) { //[; pd dsp 0/1 (
m_pd.computeAudio(state); m_pd.computeAudio(state);
} }
void Gdpd::set_verbose(bool verbose) {
m_verbose = verbose;
}

View file

@ -36,6 +36,7 @@ private:
int m_outputDevice; int m_outputDevice;
std::map<int, pd::Patch> m_patchsMap; std::map<int, pd::Patch> m_patchsMap;
std::string m_gui_path; std::string m_gui_path;
bool m_verbose;
bool m_init; bool m_init;
@ -77,7 +78,7 @@ public:
inline const float& get_volume(){ inline const float& get_volume(){
return m_vol; return m_vol;
} }
void set_verbose(bool verbose);
//rtaudio //rtaudio
static int audioCallback(void *outputBuffer, void *inputBuffer, static int audioCallback(void *outputBuffer, void *inputBuffer,

Binary file not shown.

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@ -1,6 +1,6 @@
#!/bin/bash #!/bin/bash
git submodule update --init --recursive git submodule update --init --recursive
cd src/godot-cpp cd src/godot-cpp
scons platform=$1 target=$2 generate_bindings=yes scons platform=$1 target=$2 macos_arch=$3 generate_bindings=yes
cd ../.. cd ../..
scons platform=$1 target=$2 scons platform=$1 target=$2 macos_arch=$3