// ================= PUBLIC FACING ================== //


    // ----------------------------------------------------
    // name: SyncFloat
    // desc: start checking chuck for floatToSync so that
    //       later, you can get it whenever you want
    // ----------------------------------------------------
    public void SyncFloat(ChuckSubInstance chuck, string floatToSync)
    {
        // cancel existing if it's happening
        StopSyncing();

        // start up again
        myChuck         = chuck;
        myFloatName     = floatToSync;
        myFloatCallback = Chuck.CreateGetFloatCallback(MyCallback);
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        myChuck            = GetComponent <ChuckSubInstance>();
        myGetPosCallback   = Chuck.CreateGetFloatCallback(GetPosCallback);
        myTimeStepCallback = Chuck.CreateVoidCallback(BeNotified1);

        myPos = 0;

        myChuck.RunCode(@"
			1 => global float timeStep;
			global float pos;
			global Event notifier;

			fun void updatePos() {
				timeStep::second => dur currentTimeStep;
				currentTimeStep / 1000 => dur deltaTime;
				now => time startTime;
				
				pos => float originalPos;
								
				while( now < startTime + currentTimeStep )
				{
					deltaTime / currentTimeStep +=> pos;
					deltaTime => now;
				}
			}
			

			fun void playNote() {
				SinOsc foo => dac;
				0.2::second => now;
				foo =< dac;
			}

			while( true )
			{
				spork ~ playNote();
				spork ~ updatePos();
				notifier.broadcast();
				timeStep::second => now;
			}
		"        );

        myChuck.StartListeningForChuckEvent("notifier", myTimeStepCallback);
    }
示例#3
0
 // ----------------------------------------------------
 // name: CreateGetFloatCallback
 // desc: construct the callback necessary for GetFloat
 // ----------------------------------------------------
 public Chuck.FloatCallback CreateGetFloatCallback(Action <double> callbackFunction)
 {
     return(Chuck.CreateGetFloatCallback(callbackFunction));
 }
示例#4
0
    // Initialization
    void Start()
    {
        updatedRound      = false;
        tickerStarted     = false;
        alreadyCorrect    = false;
        gotCorrect        = false;
        myPos             = 0.0f;
        previousPos       = 0.0f;
        step1Script       = step1.GetComponent <MyStepController> ();
        myChuck           = GetComponent <ChuckInstance> ();
        myGetPosCallback  = Chuck.CreateGetFloatCallback(GetPosCallback);
        myGetBeatCallback = Chuck.CreateGetFloatCallback(GetBeatCallback);

        currRound   = 0;
        staticLevel = 0;

        leftLevelScript  = leftLevel.GetComponent <LevelController> ();
        rightLevelScript = rightLevel.GetComponent <LevelController> ();

        levelMesh = (TextMesh)levelText.GetComponent(typeof(TextMesh));

        //set colors
        correctColor          = new Color32(56, 224, 101, 255);
        normalBackgroundColor = new Color32(63, 56, 255, 255);
        failBackgroundColor   = new Color32(255, 64, 89, 255);

        string initialIntroGain;

        if (playerNumber == 0)
        {
            initialIntroGain = ".3";
        }
        else
        {
            initialIntroGain = "0.0";
        }
        myChuck.RunCode(@"
						external Event gotCorrect;
						external Event startTicker;

						external Event keyFailTrigger;
						external Event endIntroMusic;

					    "                         + timestep + @" => external int timeStep;
						external float pos;
						external float count;

						fun void updatePos() {
							timeStep::second => dur currentTimeStep;
							currentTimeStep / 1000 => dur deltaTime;
							now => time startTime;
							
							pos => float originalPos;
							while( now < startTime + currentTimeStep )
							{
								deltaTime / currentTimeStep +=> pos;
								deltaTime => now;
							}
						}

						Gain localIntroGain;
						"                         + initialIntroGain + @" => localIntroGain.gain;

						fun void fadeIntro(){
							endIntroMusic => now;
							.5 => float tempGain;
							while(tempGain >= 0.0){
								tempGain - .01 => tempGain;
								tempGain => localIntroGain.gain;
								150::ms => now;
							}
						}

						fun void playIntroMelody(){
							// sound file
							me.sourceDir() + ""IntroMusicShort.wav"" => string filename;
							<<< filename >>>;
							if( me.args() ) me.arg(0) => filename;						
							// the patch 
							SndBuf buf => localIntroGain => dac;
							0 => buf.pos;

							filename => buf.read;
							spork ~ fadeIntro();
							buf.length() => now;	
						}


						//play if they get a step correct
						fun void playCorrect() {
							gotCorrect => now;
							me.sourceDir() + ""keyDown.wav"" => string filename;
							if( me.args() ) me.arg(0) => filename;						
							SndBuf buf => localIntroGain => dac;
							0 => buf.pos;
							filename => buf.read;
							buf.length() => now;	
						}

						fun void keyFailSound(){
							while( true )
							{
								keyFailTrigger => now;
								me.sourceDir() + ""fail.wav"" => string filename;
								if( me.args() ) me.arg(0) => filename;						
								SndBuf buf => dac;
								0 => buf.pos;
								filename => buf.read;
								buf.length() => now;
							}
						}

						spork ~ keyFailSound();
						spork ~ playIntroMelody();

						class Chord {
						    
						    5 => int size;
						    
						    BlitSquare osc[5];
						    ADSR adsr[5];
						    
						    Gain g => dac;
						    
						    50::ms => dur attack;
						    25::ms => dur decay;
						    0.5 => float sustain;
						    25::ms => dur release;
						    
						    0.05 => g.gain;
						    
						    for (0 => int i; i < size; i++) {
						        osc[i] => adsr[i];
						        adsr[i] => g;
						        adsr[i].set(attack, decay, sustain, release);
						    }
						    
						    public void play(int num, int note) {
						        Std.mtof(note) => osc[num].freq;
						        1 => adsr[num].keyOn;
						    }
						    
						    public void softOff() {
						        for (0 => int i; i < size; i++) {
						            1 => adsr[i].keyOff;
									100::ms => now;
						        }
						    }
						    
						    public void hardOff() {
						        for (0 => int i; i < size; i++) {
						            0::ms => adsr[i].releaseTime;
						        }
						        softOff();
						        for (0 => int i; i < size; i++) {
						            release => adsr[i].releaseTime;
						        }
						    }
						    
						}

						class DrumSet {
						    // define hihat
						    Shakers hhs => JCRev r;
						    .025 => r.mix;
						    Std.mtof( 76 ) => hhs.freq;
						    
						    // Define Bassdrum
						    SinOsc s => ADSR bda;
						    80 => s.freq;
						    (0::ms, 10::ms, 0.0, 0::ms ) => bda.set;
						    
						    // define snare drum
						    Noise n => ADSR sna => Gain g;
						    0.15 => g.gain;
						    (0::ms, 25::ms, 0.0, 0::ms) => sna.set;
						    
						    
						    public void connect( UGen ugen ) {
						        r => ugen;
						        bda => ugen;
						        g => ugen;
						    }
						    
						    public void hh() {
						        1 => hhs.noteOn;
						    }
						    
						    public void bd() {
						        1 => bda.keyOn;
						    }
						    
						    public void sn() {
						        1 => sna.keyOn;
						    }
						}

						class Bass {
						    // BASS
						    SawOsc sb => LPF filt => ADSR a => Gain g2;
						    440 => filt.freq;
						    0.3 => filt.Q;
						    0.0 => g2.gain;
						    (10::ms, 45::ms, 0.5, 40::ms) => a.set; // Set ADSR envelope
						    
						    public void connect( UGen u ) {
						        g2 => u;
						    }
						    
						    public void bass( int tone ) {
						        Std.mtof( tone ) =>  sb.freq;
						        0.3 => g2.gain;
						        1 => a.keyOn;
						        125::ms => now;
						        1=> a.keyOff;
						    }
						}

						class BassDrumLoop {
						    
							Gain bdlGain => dac;
							bdlGain.gain(1);
						    DrumSet drm;
						    drm.connect( bdlGain );
						    
						    Bass bass;
						    bass.connect( bdlGain );
						    
						    [ 41, 41, 44, 46] @=> int bline[];
						    0 => int pos;
						    0 => count;
						    
						    250::ms => dur length;
						    
						    public void setLength(dur l) {
						        l => length;
						    }
						    
						    public void reset() {
						        0 => pos;
						        0 => count;
						    }
						    
						    public void setKey(int key) {
						        [ key, key, key + 3, key + 5] @=> bline;
						    }

							public void setGain(float gainToSet) {
							        bdlGain.gain(gainToSet);
							}

						    public void stop() {
								<<< ""trying to stop"" >>>;
						        setGain(0);
						    }
						    
						    public void play() {
						        while ( true ) {
						            drm.hh();
						            if ( count % 2 == 0 ) { drm.bd(); }
						            if ( count % 4 == 2 ) { drm.sn(); }
						            
						            if ( count % 2 == 0 ) { spork ~ bass.bass( bline[ pos % 4 ]); }
						            if ( count % 2 == 1 ) { spork ~ bass.bass( 12 + bline[ pos % 4 ]); }
						            
						            
						            1 + count => count;
						            if ( count % 4 == 0 ) { 1 + pos => pos; }
						            length => now;
						        }
						    }
						    
						}
						public class Global {
							static BassDrumLoop @ bdl;
							static Chord @ chord;
						}

						new BassDrumLoop @=> Global.bdl;
						new Chord @=> Global.chord;

						startTicker => now;
						while( true )
						{
							spork ~ updatePos();
							// spork ~ playCorrect();
							// 50::ms => now; //delay to make playCorrect not trigger twice
							timeStep::second => now;
						}						
					"                    );
    }