void Awake()
 {
     increment             = 0;
     freqClip              = 0;
     sourceSound.panStereo = -1.0f;
     staticSound.panStereo = 1.0f;
     right                         = false;
     db                            = -80.0f;
     freq                          = 0;
     impendation                   = GameObject.Find("Calibration").GetComponent <calibrationValue>().impendation;
     impendation                   = 16.0f;
     power                         = 110.0f;
     power                         = GameObject.Find("Calibration").GetComponent <calibrationValue>().power;
     noiseLevel                    = GameObject.Find("Calibration2").GetComponent <calibrationValue2>().noise;
     noiseLevel                    = db - (db * 0.8f);
     safety                        = GameObject.Find("Calibration2").GetComponent <calibrationValue2>().safe;
     safety                        = true;
     sinusAudioWave                = new SinusWave();
     useSinusAudioWave             = true;
     amplitudeModulationOscillator = new SinusWave();
     sampleRate                    = AudioSettings.outputSampleRate;
     dragDistance                  = Screen.height * 15 / 100;
     invokeCheck                   = true;
     InvokeRepeating("DBUp", 1.0f, 1.0f);
 }
Esempio n. 2
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 public SawWave()
 {
     subSignals = new SinusWave[16];
     for (int i = 0; i < 16; i++)
     {
         subSignals[i] = new SinusWave();
     }
 }
Esempio n. 3
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 private void Awake()
 {
     audioRange = new List <float>();
     //InvokeRepeating("LogFrequency", 1f, 1f); // Repeated logging at 1sec interval.
     zerosL     = new List <ZeroCrossing>();
     zerosR     = new List <ZeroCrossing>();
     sinAAudio  = new SinusWave();
     sinBAudio  = new SinusWave();
     sampleRate = AudioSettings.outputSampleRate;
 }
Esempio n. 4
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    void Awake()
    {
        sawAudioWave    = new SawWave();
        squareAudioWave = new SquareWave();
        sinusAudioWave  = new SinusWave();

        amplitudeModulationOscillator = new SinusWave();
        frequencyModulationOscillator = new SinusWave();

        sampleRate = AudioSettings.outputSampleRate;
    }
Esempio n. 5
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    private float dragDistance; //minimum distance for a swipe to be registered


    void Awake()
    {
        sourceSound.panStereo = -1.0f;

        right                         = false;
        db                            = -50.0f;
        freq                          = 125;
        sinusAudioWave                = new SinusWave();
        useSinusAudioWave             = true;
        amplitudeModulationOscillator = new SinusWave();
        sampleRate                    = AudioSettings.outputSampleRate;
        dragDistance                  = Screen.height * 15 / 100;
        invokeCheck                   = true;
        InvokeRepeating("DBUp", 3.0f, 3.0f);
    }
    void Awake()
    {
        sawAudioWave    = new SawWave();
        squareAudioWave = new SquareWave();
        sinusAudioWave  = new SinusWave();

        amplitudeModulationOscillator = new SinusWave();
        frequencyModulationOscillator = new SinusWave();

        // Gets the Sample Rate of the audio system in Unity
        sampleRate = AudioSettings.outputSampleRate;
        //Debug.Log(sampleRate);

        //  The value that is assigned to the variable volume, this is the actual volume of the synth
        volumeValue = 0.3f;                             //  Change this value to make it louder
        volume      = volumeValue;
    }