/// <summary> /// When Awake is called by the Unity Engine we build our simple audio graph, /// and attach the root node of our graph to the driver. /// </summary> void Awake() { //context Driver.sampleRate = 48000; m_driver = new Driver(); //audio nodes var sineWave = new SineWaveGenerator(); var mixer = new MonoMixer(); mixer.masterOutputLevel = 0.5; //connect our graph mixer.AddInput(sineWave); m_driver.rootNode = mixer; }
/// <summary> /// When Awake is called by the Unity Engine we build our simple audio graph, /// and attach the root node of our graph to the driver. /// </summary> void Awake() { //context Driver.sampleRate = 48000; m_driver = new Driver(); //audio nodes m_raygun = new RayGun(); m_mixer = new MonoMixer(); m_mixer.masterOutputLevel = 0.5; //connect our graph m_mixer.AddInput(m_raygun); m_driver.rootNode = m_mixer; }
void InitialiseGraph() { //context Driver.sampleRate = 48000; m_driver = new Driver(); //audio nodes var stepSeq = new StepSequencer(); var voice = m_bank.GetSamplePlayerForBuffer("505 arp 1"); voice.isOneshot = true; stepSeq.sequence = new List<StepData>(){ new StepData("C", 2), new StepData("G", 2), new StepData("D", 2) }; m_mixer = new MonoMixer(); m_mixer.masterOutputLevel = 0.5; //connect our graph stepSeq.InputNode = voice; m_mixer.AddInput(stepSeq); m_driver.rootNode = m_mixer; }
/// <summary> /// When Awake is called by the Unity Engine we build our simple audio graph, /// and attach the root node of our graph to the driver. /// </summary> void Awake() { //context Driver.sampleRate = 48000; m_driver = new Driver(); //audio nodes m_sineWave = new SineWaveGenerator(); m_gainer = new Gain(); m_gainer.drive = 1.5; var customAudioNode = new VolumeLimiter(); m_mixer = new MonoMixer(); m_mixer.masterOutputLevel = 0.5; //connect our graph m_gainer.InputNode = m_sineWave; customAudioNode.inputNode = m_gainer; m_mixer.AddInput(customAudioNode); m_driver.rootNode = m_mixer; }