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); }
public SawWave() { subSignals = new SinusWave[16]; for (int i = 0; i < 16; i++) { subSignals[i] = new SinusWave(); } }
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; }
void Awake() { sawAudioWave = new SawWave(); squareAudioWave = new SquareWave(); sinusAudioWave = new SinusWave(); amplitudeModulationOscillator = new SinusWave(); frequencyModulationOscillator = new SinusWave(); sampleRate = AudioSettings.outputSampleRate; }
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; }