public void AddOscilator(Oscilator parent, string parentName) { Oscilator oscilator; oscilator = new Oscilator(); if (parent == null) { wave.master.Add(oscilator); } else { parent.modulators.Add(oscilator); } GameObject tab; tab = Instantiate(prefab); int index; if (parent == null) { index = wave.master.Count; } else { index = parent.modulators.Count; } tab.name = parentName + " < Osc " + index; handler.AddTab(tab); AddOsc add = tab.GetComponentInChildren <AddOsc>(); RemoveOsc remove = tab.GetComponentInChildren <RemoveOsc>(); NameUI name = tab.GetComponentInChildren <NameUI>(); AmplitudeSlider amplitude = tab.GetComponentInChildren <AmplitudeSlider>(); FrequencySlider frequency = tab.GetComponentInChildren <FrequencySlider>(); PhaseSlider phase = tab.GetComponentInChildren <PhaseSlider>(); if (add != null) { add.Set(tab.name, oscilator, this); } if (remove != null) { remove.Set(this, wave, parent, oscilator, tab, handler); } if (name != null) { name.SetName(tab.name); } phase.Set(this, oscilator); amplitude.Set(this, oscilator, amplitudeMinMax); frequency.Set(this, oscilator, frequencyMinMax); }
public void Set(MasterUI master, Oscilator oscilator, MinMax minMax) { this.master = master; this.oscilator = oscilator; Slider slider = GetComponent <Slider>(); slider.onValueChanged.AddListener(Slide); slider.minValue = minMax.min; slider.maxValue = minMax.max; }
public void Set(MasterUI master, Oscilator oscilator) { this.master = master; this.oscilator = oscilator; Slider slider = GetComponent <Slider>(); slider.onValueChanged.AddListener(Slide); slider.minValue = 0f; slider.maxValue = 2 * (float)Math.PI; }
public void Set(string name, Oscilator osc, MasterUI controller) { this.name = name; this.osc = osc; this.controller = controller; Button button; button = GetComponent <Button>(); button.onClick.AddListener(Add); }
public void Set(MasterUI master, SynthWave wave, Oscilator parent, Oscilator osc, GameObject tab, TabsUI handler) { this.master = master; this.parent = parent; this.osc = osc; this.tab = tab; this.handler = handler; Button button; button = GetComponent <Button>(); button.onClick.AddListener(Remove); }
private float FmSytnh(Oscilator oscilator, float time) { float frequency = oscilator.frequency; if (oscilator.modulators != null) { foreach (Oscilator modulator in oscilator.modulators) { frequency += FmSytnh(modulator, time); } } return(oscilator.amplitude * Mathf.Sin(2 * Mathf.PI * frequency * time + oscilator.phase)); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("nextState"); _states = new List <int>(4); List <int> myArr = new List <int>() { 1, 2, 3, 4 }; for (int i = 0; i < statesQtd; i++) { int index = Random.Range(0, myArr.Count - 1); _states.Add(myArr[index]); myArr.RemoveAt(index); Debug.Log(_states[i]); } oscilator = AudioManager.Instance.oscilator1; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("nextState"); o1 = AudioManager.Instance.oscilator1; o2 = AudioManager.Instance.oscilator2; o3 = AudioManager.Instance.oscilator3; o1.gain = 0.2f; o2.gain = 0.2f; o3.gain = 0.8f; o3.frequency = 440.0f; do { pot1Goal = Random.Range(0, 255); } while (Mathf.Abs(pot1Goal - animator.GetInteger("pot1")) < minStartDifference); do { pot2Goal = Random.Range(0, 255); } while (Mathf.Abs(pot2Goal - animator.GetInteger("pot2")) < minStartDifference); }