// Start is called before the first frame update void Start() { csound = this.GetComponent <CsoundUnity>(); var opcodeList = csound.GetOpcodeList(); var count = 0; foreach (var opcode in opcodeList) { var types = ""; foreach (var argumentType in opcode.Value) { types += "[<color=blue>in: </color>" + argumentType.intypes + "] [<color=red>out: </color>" + argumentType.outypes + "] [<color=purple>flags: </color>" + argumentType.flags + "] "; } Debug.Log($"[{count}] [<b>{opcode.Key}</b>] {types}"); count++; } var namedGens = csound.GetNamedGens(); Debug.Log($"<b>NAMED GENS: {namedGens.Count}</b>"); foreach (var gen in namedGens) { Debug.Log($"<b>{gen.Key}</b>: {gen.Value}"); } Debug.Log("<b>CSOUND ENVIRONMENT</b>: \n<b>OPCODE6DIR64:</b> " + csound.GetEnv(CsoundUnity.EnvType.OPCODE6DIR64) + "\n<b>SADIR:</b> " + csound.GetEnv(CsoundUnity.EnvType.SADIR) + "\n<b>SSDIR:</b> " + csound.GetEnv(CsoundUnity.EnvType.SSDIR) + "\n<b>SFDIR:</b> " + csound.GetEnv(CsoundUnity.EnvType.SFDIR)); }