Esempio n. 1
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 public PdOperation(string filePath)
 {
     _patchHandle = LibPD.OpenPatch(filePath);
     LibPD.Bang  += LibPD_Bang;
     LibPD.Subscribe(DoneReceiver);
     LibPD.OpenAudio(0, 2, SampleRate);
     LibPD.ComputeAudio(true);
 }
Esempio n. 2
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        public static void loadPatch()
        {
            SDllHandle = LoadLibrary("libpdcsharp.dll");
            LibPD.ReInit();

            LibPD.OpenAudio(2, 3, 44100);
            SPatch = LibPD.OpenPatch(@"..\..\test_csharp.pd");
            LibPD.ComputeAudio(true);
        }
Esempio n. 3
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        private int OpenPd()
        {
            int bufferSize;
            int noOfBuffers;

            AudioSettings.GetDSPBufferSize(out bufferSize, out noOfBuffers);
            numberOfTicks = bufferSize / LibPD.BlockSize;
            int unitySR = AudioSettings.outputSampleRate;

            return(LibPD.OpenAudio(2, 2, unitySR));
        }
Esempio n. 4
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 void OpenAudio()
 {
     if (LibPD.OpenAudio(2, 2, sampleRate) == 0)
     {
         initialized = true;
     }
     else
     {
         Logger.LogError("Failed to start LibPD.");
     }
 }
Esempio n. 5
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 /// <summary>
 /// Sets up communication with libPd.
 /// </summary>
 void SetUpPd()
 {
     // Open Pd file
     _patchHandle = LibPD.OpenPatch("../../pd/test.pd");
     // Subscribe to receiver
     LibPD.Float += LibPd_Float;
     LibPD.Subscribe(CursorReceiver);
     // Set up audio format for Pd
     LibPD.OpenAudio(0, 2, SampleRate);
     // Start audio
     LibPD.ComputeAudio(true);
 }
Esempio n. 6
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        public static void loadPatch()
        {
            if (loader == null)
            {
                loader = IsLinux() ? (IDllLoader) new LinuxDllLoader() : (IDllLoader) new WindowsDllLoader();
            }
            SDllHandle = loader.LoadLibrary("libpdcsharp." + (IsLinux() ? "so" : "dll"));
            LibPD.ReInit();

            LibPD.OpenAudio(2, 3, 44100);
            SPatch = LibPD.OpenPatch(@"../../test_csharp.pd");
            LibPD.ComputeAudio(true);
        }
Esempio n. 7
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    public void loadPatch()
    {
        Debug.Log("Load patch:" + path);

        // we can also work in stereo or more: LibPD.OpenAudio (2, 2, 48000);
        if (!islibpdready)
        {
            LibPD.OpenAudio(1, 1, 48000);
        }
        SPatch = LibPD.OpenPatch(path);
        LibPD.ComputeAudio(true);
        islibpdready = true;

        //LibPD.Print += Receive;
    }
Esempio n. 8
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    // Initialise Pd with Unity's sample rate and calculate number of ticks. Returns 0 on success.
    public int initPd()
    {
        int bufferSize;
        int noOfBuffers;

        AudioSettings.GetDSPBufferSize(out bufferSize, out noOfBuffers);

        // Calculate number of ticks for process callback
        numberOfTicks = bufferSize / LibPD.BlockSize;

        // Get Unity's sample rate
        int unitySR = AudioSettings.outputSampleRate;

        // Initialise Pd with 2 ins and outs and Unity's samplerate. Project dependent.
        return(LibPD.OpenAudio(2, 2, unitySR));
    }
Esempio n. 9
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        // Startup audio engine
        public static void Startup()
        {
            LibPD.ReInit();

            LibPD.Print += printCallback;

            LibPD.Float += floatCallback;
            LibPD.Bang  += bangCallback;

            LibPD.OpenAudio(1, 2, 44100);
            LibPD.ComputeAudio(true);
            handle = LibPD.OpenPatch("patch/soundsystem.pd");

            PortAudio.Pa_Initialize();
            PortAudio.Pa_OpenDefaultStream(out stream, 1, 2, (uint)PortAudio.PaSampleFormat.paFloat32,
                                           44100,
                                           256,
                                           renderCallback,
                                           (IntPtr)null);
            PortAudio.Pa_StartStream(stream);
        }
Esempio n. 10
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    // Initialise Pd with Unity's sample rate and calculate number of ticks. Returns 0 on success.
    public int openPd()
    {
        int bufferSize;
        int noOfBuffers;

        AudioSettings.GetDSPBufferSize(out bufferSize, out noOfBuffers);

        // Calculate number of ticks for process callback
        numberOfTicks = bufferSize / LibPD.BlockSize;

        // Get Unity's sample rate
        int unitySR = AudioSettings.outputSampleRate;

        // Initialise Pd with 2 ins and outs and Unity's samplerate. Project dependent.
        int pdOpen = -1;

        pdOpen = LibPD.OpenAudio(2, 2, unitySR);
        if (pdOpen == 0)
        {
            islibpdready = true;
        }

        return(pdOpen);
    }