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/************************************************************************
FAUST Architecture File
Copyright (C) 2003-2019 GRAME, Centre National de Creation Musicale
---------------------------------------------------------------------
This Architecture section is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; If not, see <http://www.gnu.org/licenses/>.
EXCEPTION : As a special exception, you may create a larger work
that contains this FAUST architecture section and distribute
that work under terms of your choice, so long as this FAUST
architecture section is not modified.
************************************************************************
************************************************************************/
// @notes MODEL and VARIABLES are replaced during processing
using UnityEngine;
using FaustUtilities_MODEL;
/* @brief How To Use
* Attached this script to a game object.
* It will create an Audio source, attach the dsp to it and display the plugin interface in the inspector
*/
/* @brief This class supports parameter access in the plugin
* In the plugin, each parameter is accessed using an ID.
* IDs are integers starting at 0. They are assigned following the order they have been implemented in the Faust program.
* To access the parameter, use the GetParameter() and SetParameter() methods, passing the parameter ID.
* IDs are displayed as tooltips in the inspector, mouse over the parameter (e.g., a slider) to display the tooltip.
* Passive parameters (bargraphs) cannot be set.
*/
[RequireComponent(typeof(AudioSource))] // Automatically attached the script to an Audiosource
public class FaustPlugin_MODEL: MonoBehaviour {
// Array containing the value of each parameter, has to be public to be serialized by the Unity engine
public float[] parameters = new float[VARIABLES];
private Faust_Context ctx;
// Initializes the interface between the plugin and Unity
public Faust_Context context {
get {
return ctx;
}
}
/* @brief Returns true if the plugin is instantiated (the plugin is instantiated when play mode button is pressed)
*/
public bool IsInstantiated() {
return (ctx != null);
}
/* @brief Gets a parameter value from the plugin
* @param param Use the parameter number available in the parameter inspector (tooltip)
* @return The parameter value
*/
public float getParameter(int param) {
if (IsInstantiated()) { // if the the plugin is instantiated, the parameter value is changed directly in the plugin
return ctx.getParameterValue(param);
} else { // if not, the value is stored in parameters[]
return parameters[param];
}
}
/* @brief Sets a parameter value in the plugin
* @param param Use the parameter number available in the parameter inspector (tooltip)
* @param x New parameter value
*/
public void setParameter(int param, float x) {
if (IsInstantiated()) {
ctx.setParameterValue(param, x);
} else {
parameters[param] = x;
}
}
/* @brief Instantiates the plugin and the interface between the plugin and Unity
* @brief And sets the new parameter values changed while in pause mode
*/
private void Start() {
ctx = new Faust_Context(getBufferSize());
ctx.context_init(AudioSettings.outputSampleRate);
for (int i = 0; i < parameters.Length; i++) {
setParameter(i, parameters[i]);
}
}
/* @brief Fills the Unity audio buffer with the audio data computed by the plugin
*/
private void OnAudioFilterRead(float[] buffer, int numchannels) {
if (IsInstantiated()) ctx.process(buffer, buffer.Length / numchannels, numchannels);
}
private int getBufferSize() {
int bufferlength,
numbuffers;
AudioSettings.GetDSPBufferSize(out bufferlength, out numbuffers);
return bufferlength;
}
/* @brief Gets the min value of a parameter
* @param Use the parameter number available in the parameter inspector (tooltip)
*/
public float getParameterMin(int param) {
return ctx.getParamMin(param);
}
/* @brief Gets the max value of a parameter
* @param Use the parameter number available in the parameter inspector (tooltip)
*/
public float getParameterMax(int param) {
return ctx.getParamMax(param);
}
}
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