// Use this for initialization void Start() { lastSavePath = System.IO.Path.Combine(Application.streamingAssetsPath, "Melodrive"); md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); md.ProjectLoad += new MelodrivePlugin.ProjectLoadHandler(ProjectLoad); }
// Use this for initialization void Start() { md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); md.NoteOn += new MelodrivePlugin.NoteOnHandler(NoteOn); kicker = GameObject.Find("Kicker"); }
public void OnEmotionChange() { MelodrivePlugin md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); Dropdown emotionChange = GameObject.Find("EmotionSelect").GetComponent <Dropdown>(); string emotion = emotionChange.options[emotionChange.value].text.ToLower(); md.SetEmotion(emotion); }
// Use this for initialization void Start() { targetScale = transform.localScale; md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); md.Beat += new MelodrivePlugin.BeatHandler(Beat); body = GetComponent <Rigidbody>(); }
private void Start() { md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); md.Init("ambient", "happy"); // When changing styles, we reccomend they are preloaded first to avoid any audio jitters md.PreloadStyles(); md.Play(); }
// Use this for initialization void Start() { md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); // Ensembles are dependent on Style, so we need to listen for when that changes md.CueChange += new MelodrivePlugin.CueChangeHandler(CueChange); ensembleSelect = GameObject.Find("EnsembleSelect").GetComponent <Dropdown>(); }
private void Start() { md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); // Musical Seeds are created asynchronously - this means we need to listen to callbacks // to find out when they are ready to be queried. md.NewMusicalSeed += new MelodrivePlugin.NewMusicalSeedHandler(NewMusicalSeed); md.CueChange += new MelodrivePlugin.CueChangeHandler(CueChange); seedSelect = GameObject.Find("SeedSelect").GetComponent <Dropdown>(); }
public IEnumerator TestMelodrivePrefab() { // Use the Assert class to test conditions. // yield to skip a frame // Test Melodrive Prefab can be instansiated GameObject mdPrefab = Object.Instantiate(Resources.Load("Melodrive")) as GameObject; Assert.NotNull(mdPrefab, "Unable to Instantiate Melodrive Prefab"); mdPrefab.AddComponent <AudioListener>(); mdPrefab.AddComponent <MDBehaviourTest>(); //Test component creation md = mdPrefab.GetComponent <MelodrivePlugin>(); Assert.NotNull(md, "Unable to find MelodrivePlugin component"); tester = mdPrefab.GetComponent <MDBehaviourTest>(); Assert.NotNull(tester, "Unable to find MDBehaviourTest component"); yield return(TestPreInit()); Debug.Log("TestPreInit passed!"); tester.MDInit(); //Run melodrive until we get the first Cue tester.cueChanged = false; tester.frameCount = 0; while (tester.frameCount < shortMaxFrames && !tester.cueChanged) { yield return(null); } yield return(TestTransport()); Debug.Log("TestTransport passed!"); md.Play(); yield return(TestStyles()); Debug.Log("TestStyles passed!"); yield return(TestMusicalSeeds()); Debug.Log("TestMusicalSeeds passed!"); yield return(TestEnsembles()); Debug.Log("TestEnsembles passed!"); }
void Start () { md = GameObject.Find("Melodrive").GetComponent<MelodrivePlugin>(); // First, set up the emotional points in Melodrive emotionIDs = new Dictionary<string, int>(); points = new GameObject[]{ GameObject.Find("Happy"), GameObject.Find("Tender"), GameObject.Find("Sad"), GameObject.Find("Angry") }; foreach (GameObject p in points) { Vector3 pos = p.transform.position; // Emotional points are 2-dimensional, so here we are using x and z. int emotionID = md.AddEmotionalPoint(pos.x, pos.z, p.name.ToLower()); // Melodrive keeps its own emotion point IDs, so we need to link it to the GameObject emotionIDs[p.name] = emotionID; } // Setting the initial listener position listener = GameObject.Find("Listener"); md.SetListenerPosition(listener.transform.position.x, listener.transform.position.z); // Choose a new random target target = points[(int)(Random.value * points.Length)]; }
void Start() { md = GameObject.Find("Melodrive(Clone)").GetComponent <MelodrivePlugin>(); md.CueChange += new MelodrivePlugin.CueChangeHandler(OnCueChange); md.NewMusicalSeed += new MelodrivePlugin.NewMusicalSeedHandler(OnNewMusicalSeed); }
// Use this for initialization void Start() { va = new Vector2(); md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); }
// Use this for initialization void Start() { lastSavePath = System.IO.Path.Combine(Application.streamingAssetsPath, "Melodrive"); if (!Directory.Exists(lastSavePath)) { Directory.CreateDirectory(lastSavePath); } // Setup Melodrive.... md = GameObject.Find("Melodrive").GetComponent <MelodrivePlugin>(); md.Beat += new MelodrivePlugin.BeatHandler(Beat); md.NewMusicalSeed += new MelodrivePlugin.NewMusicalSeedHandler(NewMusicalSeed); md.CueChange += new MelodrivePlugin.CueChangeHandler(CueChange); md.ProjectLoad += new MelodrivePlugin.ProjectLoadHandler(ProjectLoad); // init style dropdown Dropdown styleChange = GameObject.Find("StyleSelect").GetComponent <Dropdown>(); styleChange.ClearOptions(); string[] styles = md.GetStyles(); List <Dropdown.OptionData> options = new List <Dropdown.OptionData>(); int selectedValue = -1; for (int i = 0; i < styles.Length; i++) { Dropdown.OptionData item = new Dropdown.OptionData(); item.text = styles[i]; options.Add(item); if (style == styles[i]) { selectedValue = i; } } styleChange.AddOptions(options); if (selectedValue > -1) { styleChange.value = selectedValue; } md.Init(style, emotion); md.PreloadStyles(); Vector3 initPos = new Vector3(); GameObject[] points = { GameObject.Find("Happy"), GameObject.Find("Tender"), GameObject.Find("Sad"), GameObject.Find("Angry") }; for (int i = 0; i < points.Length; i++) { GameObject p = points[i]; Vector3 pos = p.transform.position; if (p.name.ToLower() == emotion) { target = p; initPos = pos; } md.AddEmotionalPoint(pos.x, pos.z, p.name.ToLower()); } listener = GameObject.Find("Listener"); listener.transform.position = initPos; targetScale = listener.transform.localScale; targetScale2 = new Vector3(1, 1, 1); md.SetListenerPosition(listener.transform.position.x, listener.transform.position.z); init = true; //updateMusicalSeeds = true; //updateEnsembles = true; OnUIAutoPlay(); }