// Use this for initialization void Start() { repel = GetComponent <Repel>(); heavyScript = GetComponent <Hv_spherescapeRepel_AudioLib>(); updateRate = updateRateRange.GetRandomValueFromRange(); intensityToFilterAmount = intensityToFilterAmountRange.GetRandomValueFromRange(); intensityToLfoSpeedAmount = intensityToLfoSpeedAmountRange.GetRandomValueFromRange(); // each sphere has a different note, set at startup in the spawn script via BallMusicalNotes class heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Noteasnumber, (float)currentNote); // each repel sphere should have slightly different characteristics // effected differently by intensity parameter heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytofilteramount, intensityToFilterAmount); heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytolfospeed, intensityToLfoSpeedAmount); // this parameter and the the rate of update are in sync // makes for smoother parameter changes - using hv.line~ in PD heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensityfadetime, updateRate); InvokeRepeating("UpdateCount", updateRate, updateRate); }
private void OnEnable() { _dsp = target as Hv_spherescapeRepel_AudioLib; }