// Use this for initialization void Start() { myChuck = GetComponent <ChuckSubInstance>(); myChuck.RunCode(@" TriOsc myOsc; [60.0] @=> global float myFloatNotes[]; global Event playMyNotes; while( true ) { playMyNotes => now; myOsc => dac; for( 0 => int i; i < myFloatNotes.size(); i++ ) { <<< ""myFloatNotes["", i, ""] ="", myFloatNotes[i] >>>; myFloatNotes[i] => Math.mtof => myOsc.freq; 100::ms => now; } <<< myFloatNotes[""numPlayed""], ""played so far"" >>>; myOsc =< dac; } " ); myFloatArrayCallback = myChuck.CreateGetFloatArrayCallback(GetInitialArrayCallback); myFloatCallback = myChuck.CreateGetFloatCallback(GetANumberCallback); }
public bool GetFloatArray(string chuckName, string variableName, Chuck.FloatArrayCallback callback) { if (ids.ContainsKey(chuckName)) { return(GetFloatArray(ids[chuckName], variableName, callback)); } else { Debug.Log(chuckName + " has not been initialized as a ChucK instance"); return(false); } }
// ---------------------------------------------------- // name: GetFloatArray // desc: get the value of global float variableName[] // ---------------------------------------------------- public bool GetFloatArray(string variableName, Chuck.FloatArrayCallback callback) { return(chuckMainInstance.GetFloatArray(variableName, callback)); }
public bool GetFloatArray(System.UInt32 chuckId, string variableName, Chuck.FloatArrayCallback callback) { return(getGlobalFloatArray(chuckId, variableName, callback)); }
// ---------------------------------------------------- // name: GetFloatArray // desc: get the value of global float variableName[] // ---------------------------------------------------- public bool GetFloatArray(string variableName, Chuck.FloatArrayCallback callback) { return(Chuck.Manager.GetFloatArray(myChuckId, variableName, callback)); }