Example #1
0
    void Update()
    {
        xPos += Time.deltaTime * speed;
        //xPos = speed * myTimeSyncer.GetCurrentValue();
        //Debug.Log(xPos);

        yPos = myPitchSyncer.GetCurrentValue();
        //octave offshoot error correction for intervals +/- a 9th (13 semitones)
        if ((yPos < yPosPrev - 13.0f) | (yPos > yPosPrev + 13.0f))
        {
            yPos = yPosPrev;
        }
        midiText.text = "MIDI note: " + yPos.ToString();
        //Debug.Log(yPos);

        Vector3 movement = new Vector3(xPos, yPos, zPos);

        transform.position = movement;

        if (xPos > goalPosition)
        {
            DetermineGameState();
        }
        else
        {
            transform.position = movement;
        }
    }
    // Update is called once per frame
    void Update()     //put these steps and the start intialization code into player controller
    {
        float newTimeStep = Mathf.Clamp(Input.mousePosition.x, 250, 1000) / 1000.0f;

        myChuck.SetFloat("timeStep", newTimeStep);          //get timestep input from mouse position, this is to vary the "tempo" let's say
        myPos = myAdvancerSyncer.GetCurrentValue();         //unity system gets 'pos' value from chuck and applies it to cube position

        transform.position = new Vector3(myPos % 4, 0, 0);  //apply myPos value to the cube's tranform component
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        float newTimeStep = Mathf.Clamp(Input.mousePosition.x, 250, 1000) / 1000.0f;

        myChuck.SetFloat("timeStep", newTimeStep);
        myPos = myAdvancerSyncer.GetCurrentValue();

        transform.position = new Vector3(myPos % 4, 0, 0);
    }
Example #4
0
 float SetPitch2YPosition()
 {
     yPos = MapPitchToYPosition(myPitchSyncer.GetCurrentValue());
     if ((yPos < yPosPrev - 12.0f) | (yPos > yPosPrev + 12.0f)) //try to correct for >octave errors
     {
         yPos = yPosPrev;
     }
     else
     {
         yPosPrev = yPos;
     }
     return(yPos);
 }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        float midiPlayedSyncerValue = midiPlayedSyncer.GetCurrentValue();

        if (midiPlayedSyncerValue > 0.5f)
        {
            midiPlayed = true;
        }
        if (midiPlayed == true)
        {
            float      midiNote  = midiValueSyncer.GetCurrentValue();
            GameObject newCube   = Instantiate(cube, new Vector3((-4.0f + (0.42f * midiNote)), 10.0f, 15.0f), Quaternion.identity) as GameObject;
            float      intensity = intensitySyncer.GetCurrentValue();
            newCube.transform.localScale = new Vector3(0.00002f * intensity, 0.00002f * intensity, 0.00002f * intensity);
            Rigidbody clone = newCube.AddComponent <Rigidbody>();
            midiPlayed = false;
        }
    }
Example #6
0
    // Update is called once per frame
    void Update()
    {
        // get input (for chicken editing)
        if (Input.GetKeyDown(KeyCode.A))
        {
            m_selectedChicken--;
            if (m_selectedChicken < 0)
            {
                m_selectedChicken = NUM_CHICKENS - 1;
            }
        }
        else if (Input.GetKeyDown(KeyCode.D))
        {
            m_selectedChicken++;
            if (m_selectedChicken >= NUM_CHICKENS)
            {
                m_selectedChicken = 0;
            }
        }
        else if (Input.GetKeyDown("left"))
        {
            AdjustRate(m_selectedChicken, true);
        }
        else if (Input.GetKeyDown("right"))
        {
            AdjustRate(m_selectedChicken, false);
        }
        else if (Input.GetKeyDown("up"))
        {
            AdjustGain(m_selectedChicken, true);
        }
        else if (Input.GetKeyDown("down"))
        {
            AdjustGain(m_selectedChicken, false);
        }

        // offset
        float offset = m_chickenSpacing * (NUM_CHICKENS - 1) + m_chickenSpacing * .4f;

        // update the playhead using info from ChucK's playheadPos
        m_playhead.transform.position = new Vector3(
            -offset / 2f + m_chickenSpacing * m_ckPlayheadPos.GetCurrentValue(),
            m_playhead.transform.position.y,
            m_playhead.transform.position.z);

        // get current step number
        int currentChicken = m_ckCurrentChicken.GetCurrentValue();

        // should eat?
        if (currentChicken != m_previousChicken)
        {
            // chicken, eat!
            Eat(currentChicken);
            // remember
            m_previousChicken = currentChicken;
        }

        // animate the playhead
        animUpdate();
        // position the selector
        PositionSelector();
    }
Example #7
0
 // Update is called once per frame
 void Update()
 {
     Debug.Log("most recent dac loudness: " +
               myGetLoudnessSyncer.GetCurrentValue().ToString("0.000")
               );
 }