// 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);
    }
示例#2
0
 private void OnEnable()
 {
     _dsp = target as Hv_spherescapeRepel_AudioLib;
 }