Exemplo n.º 1
0
 private void Start()
 {
     spectrum1 = GameObject.Find("MusicPlayer(Reaktor)/Spectrum 1").GetComponent <Reaktion.Reaktor>();
     spectrum2 = GameObject.Find("MusicPlayer(Reaktor)/Spectrum 2").GetComponent <Reaktion.Reaktor>();
     spectrum3 = GameObject.Find("MusicPlayer(Reaktor)/Spectrum 3").GetComponent <Reaktion.Reaktor>();
     spectrum4 = GameObject.Find("MusicPlayer(Reaktor)/Spectrum 4").GetComponent <Reaktion.Reaktor>();
 }
Exemplo n.º 2
0
        // Draw the input level bar.
        void DrawInputLevelBars(Reaktor reaktor)
        {
            if (barTextures == null)
            {
                // Make textures for drawing level bars.
                barTextures = new Texture2D[] {
                    NewBarTexture(new Color(55.0f / 255, 53.0f / 255, 45.0f / 255)),
                    NewBarTexture(new Color(250.0f / 255, 249.0f / 255, 248.0f / 255)),
                    NewBarTexture(new Color(110.0f / 255, 192.0f / 255, 91.0f / 255, 0.8f)),
                    NewBarTexture(new Color(226.0f / 255, 0, 7.0f / 255, 0.8f)),
                    NewBarTexture(new Color(249.0f / 255, 185.0f / 255, 22.0f / 255))
                };
            }

            // Get a rectangle as a text field and fill it.
            var rect = GUILayoutUtility.GetRect(18, 16, "TextField");

            GUI.DrawTexture(rect, barTextures[0]);

            // Draw the raw input bar.
            var temp = rect;

            temp.width *= Mathf.Clamp01((reaktor.RawInput - reaktor.lowerBound) / (3 - reaktor.lowerBound));
            GUI.DrawTexture(temp, barTextures[1]);

            // Draw the dynamic range.
            temp.x    += rect.width * (reaktor.Peak - reaktor.lowerBound - reaktor.dynamicRange - reaktor.headroom) / (3 - reaktor.lowerBound);
            temp.width = rect.width * reaktor.dynamicRange / (3 - reaktor.lowerBound);
            GUI.DrawTexture(temp, barTextures[2]);

            // Draw the headroom.
            temp.x    += temp.width;
            temp.width = rect.width * reaktor.headroom / (3 - reaktor.lowerBound);
            GUI.DrawTexture(temp, barTextures[3]);

            // Display the peak level value.
            EditorGUI.LabelField(rect, "Peak: " + reaktor.Peak.ToString("0.0") + " dB");

            // Draw the gain level.
            DrawLevelBar("Gain", reaktor.Gain, barTextures[0], barTextures[1]);

            // Draw the offset level.
            DrawLevelBar("Offset", reaktor.Offset, barTextures[0], barTextures[1]);

            // Draw the output level.
            DrawLevelBar("Out", reaktor.Output, barTextures[0], barTextures[4]);
        }
Exemplo n.º 3
0
 static int CompareReaktor(Reaktor a, Reaktor b)
 {
     return(a.name.CompareTo(b.name));
 }
Exemplo n.º 4
0
        // Draw the input level bar.
        void DrawInputLevelBars(Reaktor reaktor)
        {
            if (barTextures == null)
            {
            // Make textures for drawing level bars.
            barTextures = new Texture2D[] {
                NewBarTexture(new Color(55.0f / 255, 53.0f / 255, 45.0f / 255)),
                NewBarTexture(new Color(250.0f / 255, 249.0f / 255, 248.0f / 255)),
                NewBarTexture(new Color(110.0f / 255, 192.0f / 255, 91.0f / 255, 0.8f)),
                NewBarTexture(new Color(226.0f / 255, 0, 7.0f / 255, 0.8f)),
                NewBarTexture(new Color(249.0f / 255, 185.0f / 255, 22.0f / 255))
            };
            }

            // Get a rectangle as a text field and fill it.
            var rect = GUILayoutUtility.GetRect(18, 16, "TextField");
            GUI.DrawTexture(rect, barTextures[0]);

            // Draw the raw input bar.
            var temp = rect;
            temp.width *= Mathf.Clamp01((reaktor.RawInput - reaktor.lowerBound) / (3 - reaktor.lowerBound));
            GUI.DrawTexture(temp, barTextures[1]);

            // Draw the dynamic range.
            temp.x += rect.width * (reaktor.Peak - reaktor.lowerBound - reaktor.dynamicRange - reaktor.headroom) / (3 - reaktor.lowerBound);
            temp.width = rect.width * reaktor.dynamicRange / (3 - reaktor.lowerBound);
            GUI.DrawTexture(temp, barTextures[2]);

            // Draw the headroom.
            temp.x += temp.width;
            temp.width = rect.width * reaktor.headroom / (3 - reaktor.lowerBound);
            GUI.DrawTexture(temp, barTextures[3]);

            // Display the peak level value.
            EditorGUI.LabelField(rect, "Peak: " + reaktor.Peak.ToString ("0.0") + " dB");

            // Draw the gain level.
            DrawLevelBar("Gain", reaktor.Gain, barTextures[0], barTextures[1]);

            // Draw the offset level.
            DrawLevelBar("Offset", reaktor.Offset, barTextures[0], barTextures[1]);

            // Draw the output level.
            DrawLevelBar("Out", reaktor.Output, barTextures[0], barTextures[4]);
        }
Exemplo n.º 5
0
 static int CompareReaktor (Reaktor a, Reaktor b)
 {
     return a.name.CompareTo(b.name);
 }