void Start() { // Set up OscIn and OscOut for testing locally _oscOut = gameObject.AddComponent <OscOut>(); _oscIn = gameObject.AddComponent <OscIn>(); _oscOut.Open(7000); _oscIn.Open(7000); // Forward received messages with addresses to methods. _oscIn.Map(address1, OnReceived1); _oscIn.Map(address2, OnReceived2); // Create a bundle and two messages. _bundle = new OscBundle(); _message1 = new OscMessage(address1); _message2 = new OscMessage(address2); // Add the two messages to the bundle. _bundle.Add(_message1); _bundle.Add(_message2); // Messages contained in incoming bundles are automatically unpacked, // and so incoming bundle objects are never exposed. // If you need to access time tags from incoming bundles you can set a // flag that will add the a time tag from contained messages when unpacking. //_oscIn.addTimeTagsToBundledMessages = true; }
void Start() { // Set up OscIn and OscOut for local testing. _oscOut = gameObject.AddComponent <OscOut>(); _oscIn = gameObject.AddComponent <OscIn>(); _oscOut.Open(7000); _oscIn.Open(7000); // OPTIMISATION #1 // Ensure that outgoing messages will be bundled automatically. // You can also bundle messages yourself; check the Bundles example. _oscOut.bundleMessagesOnEndOfFrame = true; // OPTIMISATION #2 // Instantiate outgoing messages once and cache them locally. // If you are sending a single argument that is neither a string // nor a blob, then you can use the optimised method // Send( address, value ) instead. _outgoingMessage = new OscMessage(address); // OPTIMISATION #3 // When receving strings and blobs then handle the message yourself. // Otherwise new strings and byte arrays will be generated continously. _oscIn.Map(address, OnMessageReceived); }
// Use this for initialization void Start() { generalMagnager = MRPM_GeneralManager._instance; oscIn = GetComponent <OscIn>(); oscOut = GetComponent <OscOut>(); authStream = oscIn.onAnyMessage.AsObservable(); }
// Start is called before the first frame update void Start() { Debug.Log("Displays connected: " + Display.displays.Length); if (Display.displays.Length > 1) { Display.displays[1].Activate(); } if (Display.displays.Length > 2) { Display.displays[2].Activate(); } _oscIn = gameObject.AddComponent <OscIn>(); _oscOut = gameObject.AddComponent <OscOut>(); _oscIn.Open(8000); _oscOut.Open(8000, "255.255.255.255"); command.Select(); command.ActivateInputField(); _oscIn.MapInt("/amsie", AMSIceEarthCounterSetter); _oscIn.MapInt("/amsim", AMSIceMarsCounterSetter); _oscIn.MapInt("/amst", AMSTeethCounterSetter); _oscIn.MapInt("/amsr", AMSRingCounterSetter); _oscIn.MapInt("/amscn", AMSNoCarbonCounterSetter); _oscIn.MapInt("/amslun", AMSNoPbUCounterSetter); _oscIn.MapInt("/bdc", BDCCounterSetter); _oscIn.MapBool("/dosreport", ReportActivator); _oscIn.MapInt("/crate", OpenCrates); }
void Start() { // Create objects for sending and receiving oscOut = gameObject.AddComponent<OscOut>(); oscIn = gameObject.AddComponent<OscIn>(); // Prepare for multicasting messages to devices with applications that have joined the // multicast group with address 224.0.1.0 and are listening on port 7000. oscOut.Open( 7000, multicastAddress ); // Technically multicasting addresses must be between 224.0.0.0 to 239.255.255.255, // but 224.0.0.0 to 224.0.0.255 is reserved for routing info so you should really // only use 224.0.1.0 to 239.255.255.255. // Prepare for receiving messages that are send to multicast group with address 224.0.1.0 // on port 7000. We will also be receiving unicasted and broadcasted messages. oscIn.Open( 7000, multicastAddress ); // If you only want messages from the multicast group that have been send from other // applications, then set the multicastLoopback property on OscOut to false. //oscOut.multicastLoopback = false; // Forward recived messages with address to method oscIn.Map( oscAddress, OnMessageReceived ); // Show UI uiWrapper.SetActive( true ); }
void Start() { // Create objects for sending and receiving. oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); // Prepare for multicasting messages to devices with applications that have joined the // multicast group with address 224.0.1.0 and are listening on port 7000. oscOut.Open(7000, multicastAddress); // NOTE: Technically, multicasting addresses must be between 224.0.0.0 to 239.255.255.255, // but addresses 224.0.0.0 to 224.0.0.255 are reserved for routing info so you should really // only use 224.0.1.0 to 239.255.255.255. // Prepare for receiving messages that are send to multicast group with address 224.0.1.0 // on port 7000. We will also be receiving unicasted and broadcasted messages. oscIn.Open(7000, multicastAddress); // If you only want messages from the multicast group that have been send from other // applications, then set the multicastLoopback property on OscOut to false. //oscOut.multicastLoopback = false; // Forward recived messages with address to method. oscIn.Map(oscAddress, OnMessageReceived); // Show UI uiWrapper.SetActive(true); }
void Start() { // Ensure that we have a OscIn component. if( !oscIn ) oscIn = gameObject.AddComponent<OscIn>(); // Start receiving from unicast and broadcast sources on port 7000. oscIn.Open( 7000 ); }
void OnEnable() { if (!oscInScript) { oscInScript = GameObject.Find("osc").GetComponent <OscIn>(); oscInScript.Open(8000); } ReceiveOsc(); }
void Start() { // Ensure that we have a OscIn component and start receiving on port 7000. if (!_oscIn) { _oscIn = gameObject.AddComponent <OscIn>(); } _oscIn.Open(7000); }
void Start() { // Set up OscIn and OscOut for local testing. _oscOut = gameObject.AddComponent <OscOut>(); _oscIn = gameObject.AddComponent <OscIn>(); _oscOut.Open(7000); _oscIn.Open(7000); // Forward received messages with address to method. _oscIn.MapTimeTag(address, OnReceived); }
void Start() { // Ensure that we have a OscIn component. if (!oscIn) { oscIn = gameObject.AddComponent <OscIn>(); } // Start receiving from unicast and broadcast sources on port 7000. oscIn.Open(8000); }
void Start() { GameObject osc = GameObject.Find("osc"); oscOut = osc.GetComponent <OscOut>(); oscIn = osc.GetComponent <OscIn>(); oscOut.Open(7000); oscIn.Open(8000); // Debug.Log( "!!! Make sure Max udpsend is set to IPAddress " + OscIn.ipAddress ); Debug.Log("!!! If orbits aren't working, in Max, try banging 'init_sound_libraries' and then restart the Scene"); }
// Use this for initialization void Start() { gm = MRPM_GeneralManager._instance; oscIn = GetComponent <OscIn>(); oscIn.Open(gm.PORT_OPERATOR, null); oscIn.Map(gm.ADDRESS_SYNC, ParseOscMessage); SceneVariables = new ReactiveDictionary <int, string>(); //新しいオブジェクトを生成 SceneVariables.ObserveAdd().Subscribe(x => { SpawnSyncedObject(x); }); }
// public Action<string> onCommandReceived = (string s) => // {}; // public Action<string> onMessageReceived = (string s) => // {}; #endregion #region Unity Frameworks void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } oscReceive = GetComponent <OscIn>(); oscSend = GetComponent <OscOut>(); }
void Start() { // Set up OscIn and OscOut objects for a local test. _oscOut = gameObject.AddComponent <OscOut>(); _oscIn = gameObject.AddComponent <OscIn>(); _oscOut.Open(7000); _oscIn.Open(7000); // Request messages with 'address' to be send to 'OnMessageReceived'. _oscIn.Map(address, OnMessageReceived); // Always cache messages when possible. _message = new OscMessage(address); }
private void initOSC() { isReceiving = false; oscIn = gameObject.GetComponent <OscIn>(); oscOut = gameObject.GetComponent <OscOut>(); oscIn.Open(9000); oscOut.Open(9000, "192.168.1.85"); // cached to avoid constantly creating the message on update poseMessage = new OscMessage("/setAndGoTarget", 0f, 0f, 0f, 0f, 0f, 0f, 0f); // moves the robot to the position //poseMessage = new OscMessage ("/realTimeTargetPose", 0f, 0f, 0f, 0f, 0f, 0f, 0f); // requires a goToTarget/ mesage to move the robot velocityMessage = new OscMessage("/setVelocity", velocity, acceleration); }
protected override void OnStop() { foreach (var plugin in Plugins) { plugin.HostShutdown(); } MidiIn?.Close(); MidiIn?.Dispose(); OscOut?.Close(); OscOut?.Dispose(); OscIn?.Close(); OscIn?.Dispose(); }
void Start() { instantiateLightDiscs_script = GameObject.Find("instantiateLightDiscs").GetComponent <InstantiateLightDiscs>(); numDiscs = instantiateLightDiscs_script.gridX * instantiateLightDiscs_script.gridZ; globalEvolution_script = GameObject.Find("globalEvolution").GetComponent <GlobalEvolution>(); oscIn_script = GameObject.Find("osc").GetComponent <OscIn>(); oscIn_script.MapDouble("/discsModel/funds_lowest", OscIn_setFundsLowest); scoreDiscs = new ScoreDiscs(); scoreDiscs.CurrentHarmonyParams(globalEvolutionState, harmonyLookupIndex); // <-- this line of code for initialization, else currentState_numHarmonies is 0 at init with divide by 0 errors makeNewModel = true; mixer = new Mixer(); MixerValues_Init(); }
// Start is called before the first frame update void Start() { _oscIn = gameObject.AddComponent <OscIn>(); _oscOut = gameObject.AddComponent <OscOut>(); _oscIn.Open(8000); _oscOut.Open(8000, "255.255.255.255"); _oscIn.MapInt("/resetsem", ResetMachine); imageHolder.SetActive(false); dataNumber.gameObject.SetActive(false); scanning.SetActive(false); noSampleScanned.SetActive(false); introduction.SetActive(true); //MicroscopeBackgroundSource.Play(); ScanButton.DeviceSerialNumber = 523574; ScanButton.Channel = 0; ScanButton.IsLocal = true; ScanButton.Attach += digitalInput_Attach; ScanButton.StateChange += digitalInput_StateChange; RFIDMicroscope.DeviceSerialNumber = 453586; RFIDMicroscope.Channel = 0; RFIDMicroscope.IsLocal = true; RFIDMicroscope.Attach += rfid_Attach; RFIDMicroscope.Tag += rfid_Tag; RFIDMicroscope.TagLost += rfid_TagLost; try { ScanButton.Open(5000); RFIDMicroscope.Open(5000); } catch (PhidgetException e) { Debug.Log("Failed: " + e.Message); } // StartCoroutine(TurnRFIDAntennaOff()); }
void OnEnable() { oscIn = target as OscIn; messageBuffer = new Queue <OscMessage>(messageBufferCapacity); _openOnAwake = serializedObject.FindProperty("_openOnAwake"); _port = serializedObject.FindProperty("_port"); _mode = serializedObject.FindProperty("_mode"); _multicastAddress = serializedObject.FindProperty("_multicastAddress"); _filterDuplicates = serializedObject.FindProperty("_filterDuplicates"); _addTimeTagsToBundledMessages = serializedObject.FindProperty("_addTimeTagsToBundledMessages"); _mappings = serializedObject.FindProperty("_mappings"); _dirtyMappings = serializedObject.FindProperty("_dirtyMappings"); _settingsFoldout = serializedObject.FindProperty("_settingsFoldout"); _mappingsFoldout = serializedObject.FindProperty("_mappingsFoldout"); _messagesFoldout = serializedObject.FindProperty("_messagesFoldout"); // Store socket info for change check workaround tempPort = _port.intValue; tempMulticastAddress = _multicastAddress.stringValue; // Ensure that OscIn scripts will be executed early, so it can deliver messages before we compute anything. MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour); if (MonoImporter.GetExecutionOrder(script) != -5000) { MonoImporter.SetExecutionOrder(script, -5000); } // When object is selected in Edit Mode then we start listening if (oscIn.enabled && !Application.isPlaying && !oscIn.isOpen) { if (oscIn.mode == OscReceiveMode.UnicastBroadcast) { oscIn.Open(oscIn.port); } else { oscIn.Open(oscIn.port, oscIn.multicastAddress); } } // Subscribe to messages oscIn.onAnyMessage.AddListener(OnOSCMessage); }
void OnEnable() { _oscIn = target as OscIn; _openOnAwake = serializedObject.FindProperty("_openOnAwake"); _port = serializedObject.FindProperty("_port"); _mode = serializedObject.FindProperty("_mode"); _multicastAddress = serializedObject.FindProperty("_multicastAddress"); _filterDuplicates = serializedObject.FindProperty("_filterDuplicates"); _addTimeTagsToBundledMessages = serializedObject.FindProperty("_addTimeTagsToBundledMessages"); _mappings = serializedObject.FindProperty("_mappings"); _dirtyMappings = serializedObject.FindProperty("_dirtyMappings"); _udpBufferSize = serializedObject.FindProperty("_udpBufferSize"); _settingsFoldout = serializedObject.FindProperty("_settingsFoldout"); _mappingsFoldout = serializedObject.FindProperty("_mappingsFoldout"); _messagesFoldout = serializedObject.FindProperty("_messagesFoldout"); // Store socket info for change check workaround. _tempPort = _port.intValue; _tempMulticastAddress = _multicastAddress.stringValue; // Ensure that OscIn scripts will be executed early, so it can deliver messages before we compute anything. MonoScript script = MonoScript.FromMonoBehaviour(target as MonoBehaviour); if (MonoImporter.GetExecutionOrder(script) != -5000) { MonoImporter.SetExecutionOrder(script, -5000); } // When object is selected in Edit Mode then we start listening. if (_oscIn.enabled && !Application.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode && !_oscIn.isOpen) { if (_oscIn.mode == OscReceiveMode.UnicastBroadcast) { _oscIn.Open(_oscIn.port); } else { _oscIn.Open(_oscIn.port, _oscIn.multicastAddress); } } // Subscribe to messages. OscEditorUI.AddInspectorMessageListener(_oscIn, OnOSCMessage, ref _inspectorMessageEventObject); }
void Start() { // Create objects for sending and receiving. oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); // Prepare for sending messages on port 7000. oscOut.Open(7000); // Prepare for receiving messages on port 7000. oscIn.Open(7000); // Forward received messages with address to method. oscIn.Map(address, OnMessageReceived); // Show UI. uiWrapper.SetActive(true); }
void Start() { // Create objects for sending and receiving. oscOut = gameObject.AddComponent<OscOut>(); oscIn = gameObject.AddComponent<OscIn>(); // Prepare for sending messages on port 7000. oscOut.Open( 7000 ); // Prepare for receiving messages on port 7000. oscIn.Open( 7000 ); // Forward recived messages with address to method. oscIn.Map( address, OnMessageReceived ); // Show UI. uiWrapper.SetActive( true ); }
void Start() { // Create objects for sending and receiving oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); // Prepare for sending messages to applications on this device on port 7000. oscOut.Open(7000); // Prepare for receiving messages on port 7000. oscIn.Open(7000); // Forward recived messages with addresses to methods. oscIn.Map(address1, OnMessage1Received); oscIn.Map(address2, OnMessage2Received); // Show UI. uiWrapper.SetActive(true); }
void Start() { // Create objects for sending and receiving oscOut = gameObject.AddComponent<OscOut>(); oscIn = gameObject.AddComponent<OscIn>(); // Prepare for sending messages to applications on this device on port 7000. oscOut.Open( 7000 ); // Prepare for receiving messages on port 7000. oscIn.Open( 7000 ); // Forward recived messages with addresses to methods. oscIn.Map( address1, OnMessage1Received ); oscIn.Map( address2, OnMessage2Received ); // Show UI. uiWrapper.SetActive( true ); }
void Start() { // Create objects for sending and receiving. oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); // Prepare for broadcasting messages to devices on the local network to be received by applications listening on port 7000. oscOut.Open(7000, "255.255.255.255"); // For the hardcode haters, you can get the broadcast address like this System.Net.IPAddress.Broadcast.ToString(). // Prepare for receiving unicasted and broadcasted messages from this and other devices on port 7000. oscIn.Open(7000); // Forward recived messages with address to method. oscIn.Map(address, OnMessageReceived); // Show UI uiWrapper.SetActive(true); }
void Start() { // Create objects for sending and receiving oscOut = gameObject.AddComponent<OscOut>(); oscIn = gameObject.AddComponent<OscIn>(); // Prepare for broadcasting messages to devices on the local network to be received by applications listening on port 7000. oscOut.Open( 7000, "255.255.255.255" ); // For the hardcode haters, you can get the broadcast address like this System.Net.IPAddress.Broadcast.ToString(). // Prepare for receiving unicasted and broadcasted messages from this and other devices on port 7000. oscIn.Open( 7000 ); // Forward recived messages with address to method oscIn.Map( address, OnMessageReceived ); // Show UI uiWrapper.SetActive( true ); }
void Start() { // Create objects for sending and receiving oscOut = gameObject.AddComponent<OscOut>(); oscIn = gameObject.AddComponent<OscIn>(); // Prepare for unicasting messages to this (same) device to be received by applications listening on port 7000. oscOut.Open( 7000 ); // Alternatively, prepare for unicasting messages to device with IP address to be received by applications listening on port 7000. //oscOut.Open( 7000, "192.168.1.101" ); // Prepare for receiving unicasted and broadcasted messages from this and other devices on port 7000 oscIn.Open( 7000 ); // Forward recived messages with address to method oscIn.Map( address, OnMessageReceived ); // Show UI uiWrapper.SetActive( true ); }
void Start() { // Create objects for sending and receiving. oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); // Prepare for unicasting messages to this (same) device to be received by applications listening on port 7000. oscOut.Open(7000); // Alternatively, prepare for unicasting messages to device with IP address to be received by applications listening on port 7000. //oscOut.Open( 7000, "192.168.1.101" ); // Prepare for receiving unicasted and broadcasted messages from this and other devices on port 7000 oscIn.Open(7000); // Forward recived messages with address to method. oscIn.Map(address, OnMessageReceived); // Show UI. uiWrapper.SetActive(true); }
void Start() { // with a spawned GO... // instantiate frame = the GO does nothing // frame 2 = Start(), not Update() yet // frame 3 = the first Update() floorWidth = GameObject.Find("floor").GetComponent <Renderer>().bounds.size.x; floorHeight = GameObject.Find("floor").GetComponent <Renderer>().bounds.size.z; delaunayScript = GameObject.Find("delaunayTriangulation").GetComponent <DelaunayTriangulation>(); boundingQbits_allInfo = self_voidAllInfo.boundingQbits_allInfo; self_id = self_voidAllInfo.id; mouseRaycast_script = GameObject.Find("mouseRaycast").GetComponent <MouseRaycast>(); trackingAreaThresh = delaunayScript.voidTrackingAreaThresh; xfadeAreaThresh = delaunayScript.voidXfadeAreaThresh; // these interestingly have to be here in the Start() or the DelaunayTriangulation script // won't be able to check the centroid of this mesh until the 3rd frame after instantiation, // and you'd get two GOs spawned per void centroid meshCentroid = self_voidAllInfo.centroid; meshArea = self_voidAllInfo.area; firstMeshFrame = true; oscOutScript = GameObject.Find("osc").GetComponent <OscOut>(); oscInScript = GameObject.Find("osc").GetComponent <OscIn>(); oscInScript.MapInt("/void/" + (self_id + 1) + "/igniterEvent/click", OscIn_IgniterClick); oscInScript.MapInt("/void/" + (self_id + 1) + "/igniterEvent/end", OscIn_IgniterEnd); swarmParams_script = GameObject.Find("swarmParams").GetComponent <SwarmParams>(); springJoint = GetComponent <SpringJoint>(); voidRigidbody = GetComponent <Rigidbody>(); mixer = new Mixer(); MixerValues_Init(); localPosPrev = transform.position; }
void Start() { // Create objects for sending and receiving. _oscOut = gameObject.AddComponent <OscOut>(); _oscIn = gameObject.AddComponent <OscIn>(); // If the concepts of unicast, broadcast and multicast makes no sense // then please read the Underlying Concepts section in the manual. // SEND UNICAST // To unicast locally on this device, just provide a port. _oscOut.Open(7000); // To unicast to a specific remote target, provide an IP address //_oscOut.Open( 7000, "192.168.1.60" ); // SEND BROADCAST // To broadcast, provide the broadcast IP. You can hardcode it like // here, or obtain it from System.Net.IPAddress.Broadcast.ToString(). //_oscOut.Open( 7000, "255.255.255.255" ); // SEND MULTICAST // To multicast, provide a multicast IP. Multicast addresses must be // between 224.0.0.0 to 239.255.255.255, but addresses 224.0.0.0 to // 224.0.0.255 are reserved for routing info so you should really // only use 224.0.1.0 to 239.255.255.255. //_oscOut.Open( 7000, "224.1.2.3" ); // RECEIVE UNICAST AND BROADCAST // To receive unicast and broadcast messages send locally on this device // and from remote transmitters, just provide a port. Note that if you // are offline, you won't receive broadcasted messages. _oscIn.Open(7000); // RECEIVE MULTICAST // Provide a multicast address. //_oscIn.Open( 7000, "224.1.2.3" ); // Forward recived messages with address to method. _oscIn.MapFloat(address, OnReceived); }
void Start() { // This should be familiar to you by now. oscOut = gameObject.AddComponent <OscOut>(); oscIn = gameObject.AddComponent <OscIn>(); oscOut.Open(7000); oscIn.Open(7000); oscIn.MapFloat(floatAddress, OnCachedReceived); oscIn.MapBlob(blobAddress, OnBlobReceived); bundle = new OscBundle(); // OPTIMISATION #2: Cache outgoing messages. // If you are sending the same number of arguments to the same // address every update then you can cache a message to avoid // calling the constructor continuously. floatMessage = new OscMessage(floatAddress, 0f); blobMessage = new OscMessage(blobAddress, new byte[0]); // Show UI uiWrapper.SetActive(true); }
void OnEnable() { oscIn = target as OscIn; messageBuffer = new Queue<OscMessage>( messageBufferCapacity ); _openOnAwake = serializedObject.FindProperty("_openOnAwake"); _port = serializedObject.FindProperty("_port"); _mode = serializedObject.FindProperty("_mode"); _multicastAddress = serializedObject.FindProperty("_multicastAddress"); _filterDuplicates = serializedObject.FindProperty("_filterDuplicates"); _addTimeTagsToBundledMessages = serializedObject.FindProperty("_addTimeTagsToBundledMessages"); _mappings = serializedObject.FindProperty("_mappings"); _dirtyMappings = serializedObject.FindProperty("_dirtyMappings"); _settingsFoldout = serializedObject.FindProperty("_settingsFoldout"); _mappingsFoldout = serializedObject.FindProperty("_mappingsFoldout"); _messagesFoldout = serializedObject.FindProperty("_messagesFoldout"); // Store socket info for change check workaround tempPort = _port.intValue; tempMulticastAddress = _multicastAddress.stringValue; // Ensure that OscIn scripts will be executed early, so it can deliver messages before we compute anything. MonoScript script = MonoScript.FromMonoBehaviour( target as MonoBehaviour ); if( MonoImporter.GetExecutionOrder( script ) != -5000 ) MonoImporter.SetExecutionOrder( script, -5000 ); // When object is selected in Edit Mode then we start listening if( oscIn.enabled && !Application.isPlaying && !oscIn.isOpen ){ if( oscIn.mode == OscReceiveMode.UnicastBroadcast ) oscIn.Open( oscIn.port ); else oscIn.Open( oscIn.port, oscIn.multicastAddress ); } // Subscribe to messages oscIn.onAnyMessage.AddListener( OnOSCMessage ); }
/******************************************************************** * Unity Engine ********************************************************************/ void Start() { if (!oscIn) { oscIn = gameObject.AddComponent <OscIn>(); } oscIn.Open(MusePort); oscIn.Map("/muse/elements/horseshoe", OnHorseShoe); oscIn.Map("/muse/elements/is_good", OnSignalStatus); oscIn.Map("/muse/acc", OnAccselerometer); oscIn.Map("/muse/elements/touching_forehead", OnForehead); oscIn.Map("/muse/elements/blink", OnBlink); oscIn.Map("/muse/elements/jaw_clench", OnJaw); oscIn.Map("/muse/eeg", OnEEG); oscIn.Map("/muse/eeg/quantization", OnEEGQuantization); oscIn.Map("/muse/elements/low_freqs_absolute", OnLowAbsolute); oscIn.Map("/muse/elements/raw_fft0", OnFastFourier0); oscIn.Map("/muse/elements/raw_fft1", OnFastFourier1); oscIn.Map("/muse/elements/raw_fft2", OnFastFourier2); oscIn.Map("/muse/elements/raw_fft3", OnFastFourier3); oscIn.Map("/muse/elements/delta_absolute", OnDeltaAbsolute); oscIn.Map("/muse/elements/theta_absolute", OnThetaAbsolute); oscIn.Map("/muse/elements/alpha_absolute", OnAlphaAbsolute); oscIn.Map("/muse/elements/beta_absolute", OnBetaAbsolute); oscIn.Map("/muse/elements/gamma_absolute", OnGammaAbsolute); oscIn.Map("/muse/elements/delta_relative", OnDeltaRelative); oscIn.Map("/muse/elements/theta_relative", OnThetaRelative); oscIn.Map("/muse/elements/alpha_relative", OnAlphaRelative); oscIn.Map("/muse/elements/beta_relative", OnBetaRelative); oscIn.Map("/muse/elements/gamma_relative", OnGammaRelative); oscIn.Map("/muse/elements/delta_session_score", OnDeltaScore); oscIn.Map("/muse/elements/theta_session_score", OnThetaScore); oscIn.Map("/muse/elements/alpha_session_score", OnAlphaScore); oscIn.Map("/muse/elements/beta_session_score", OnBetaScore); oscIn.Map("/muse/elements/gamma_session_score", OnGammaScore); for (int i = 0; i < 4; i++) { FastFourier [i] = new float[129]; for (int j = 0; j < 129; j++) { FastFourier [i] [j] = 0f; } } for (int i = 0; i < 5; i++) { Absolute [i] = new float[4]; Relative [i] = new float[4]; Score [i] = new float[4]; for (int j = 0; j < 4; j++) { Absolute [i] [j] = 0f; Relative [i] [j] = 0f; Score [i] [j] = 0f; } } }
// 230.230.230.1 7000 private void Awake() { oscIN = GetComponent <OscIn>(); oscOUT = GetComponent <OscOut>(); }