add realtime updated levelmeters in Unity Editor

This commit is contained in:
Chikashi Miyama 2019-09-29 00:19:35 +02:00
parent cd1cf21386
commit 779e936036
10 changed files with 101 additions and 179 deletions

View file

@ -5,14 +5,20 @@ namespace cylvester
{
public class LevelMeter
{
private string label_;
private float dB_;
private Texture2D meterImageTexture_;
private const int TextureWidth = 1;
private const int TextureHeight = 100;
public LevelMeter(int index)
private readonly Texture2D meterImageTexture_;
private readonly int index_;
private readonly string label_;
private readonly IPdArray pdArray_;
public LevelMeter(int index, IPdArray pdArray)
{
label_ = (index + 1).ToString();
meterImageTexture_ = new Texture2D(1, 32);
index_ = index;
label_ = (index_ + 1).ToString();
pdArray_ = pdArray;
meterImageTexture_ = new Texture2D(TextureWidth, TextureHeight);
}
public void Render()
@ -33,9 +39,10 @@ namespace cylvester
private void UpdateTexture()
{
for (var i = 0; i < 32; ++i)
var level = pdArray_.Data[index_];
for (var i = 0; i < 100; ++i)
{
meterImageTexture_.SetPixel(0, i, i < 10 ? Color.green : Color.black);
meterImageTexture_.SetPixel(0, i, i < level ? Color.green : Color.black);
}
meterImageTexture_.Apply();
}

View file

@ -1,25 +1,27 @@
using UnityEditor;
using UnityEngine;
using System;
using UnityEditor;
namespace cylvester
{
public class PdConsole : EditorWindow
{
private const int NumChannels = 16;
private IEditorToggle dspToggle_;
private ITogglePresenter togglePresenter_;
private Action onDspToggleStateChanged_;
private IPdBackend pdBackend_;
private LevelMeter[] levelMeters_;
private PdArray levelMeterArray_;
[MenuItem("SoundVision/Pd console %#p")]
static void Init()
{
var window = (PdConsole)GetWindow(typeof(PdConsole));
window.Show();
}
private void OnEnable()
private void Awake()
{
var foundObjects = FindObjectsOfType(typeof(PdBackend));
if (foundObjects.Length != 1)
@ -28,40 +30,70 @@ namespace cylvester
pdBackend_ = (IPdBackend) foundObjects[0];
dspToggle_ = new EditorToggle();
onDspToggleStateChanged_ = () =>
{
if (pdBackend_.State)
{
levelMeterArray_ = new PdArray("levelmeters", NumChannels);
for (var i = 0; i < NumChannels; ++i)
levelMeters_[i] = new LevelMeter(i, levelMeterArray_);
}
else
levelMeterArray_.Dispose();
};
pdBackend_.StateChanged += onDspToggleStateChanged_;
togglePresenter_ = new TogglePresenter(dspToggle_, pdBackend_);
levelMeters_ = new LevelMeter[16];
for (var i = 0; i < 16; ++i)
levelMeters_[i] = new LevelMeter(i);
levelMeters_ = new LevelMeter[NumChannels];
}
private void OnDestroy()
{
levelMeterArray_?.Dispose();
dspToggle_.ToggleStateChanged -= onDspToggleStateChanged_;
}
private void OnGUI ()
{
if(!ValidatePdBackend(pdBackend_))
if(!ValidatePdBackend())
return;
EditorGUILayout.Space();
dspToggle_.State = EditorGUILayout.Toggle("Pure Data Process", dspToggle_.State);
if(!CheckProcessingState())
return;
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
levelMeterArray_.Update();
foreach (var levelMeter in levelMeters_)
levelMeter.Render();
EditorGUILayout.EndHorizontal();
Repaint();
}
private bool ValidatePdBackend(IPdBackend pdBackend)
{
var exist = pdBackend_ != null;
if (!exist)
private bool ValidatePdBackend()
{
if (pdBackend_ != null)
return true;
EditorGUILayout.LabelField("No Pd backend found in the scene");
return false;
}
return exist;
}
private bool CheckProcessingState()
{
if (pdBackend_.State)
return true;
EditorGUILayout.LabelField("Pd process is currently inactive");
return false;
}
}
}

View file

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mainPatch: test.pd
mainPatch: analyzer.pd
inchannels: 2
pdProcess: 0
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View file

@ -3,7 +3,13 @@ using System.IO.MemoryMappedFiles;
namespace cylvester
{
public class PdArray : IDisposable
public interface IPdArray
{
float[] Data { get; }
void Update();
}
public class PdArray : IDisposable, IPdArray
{
public float[] Data { get; }

View file

@ -1,11 +1,13 @@
using System;
using System.Threading;
using UnityEngine;
namespace cylvester
{
public interface IPdBackend
{
bool State { set; }
bool State { set; get; }
event Action StateChanged;
}
[ExecuteInEditMode]
@ -19,6 +21,7 @@ namespace cylvester
private void OnEnable()
{
PdProcess.Instance.Start(mainPatch, inchannels);
Thread.Sleep(500);
}
private void OnDisable()
@ -28,7 +31,15 @@ namespace cylvester
public bool State
{
set => enabled = value;
}
set
{
enabled = value;
if(StateChanged != null)
StateChanged.Invoke();
}
get => enabled;
}
public event Action StateChanged;
}
}

View file

@ -1,3 +1,4 @@
using System;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
@ -19,10 +20,7 @@ namespace cylvester
{
}
public static PdProcess Instance
{
get { return instance_ ?? (instance_ = new PdProcess()); }
}
public static PdProcess Instance => instance_ ?? (instance_ = new PdProcess());
public void Start(string mainPatch, int numInputChannels)
{
@ -31,12 +29,16 @@ namespace cylvester
pdProcess_ = new Process();
pdProcess_.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
pdProcess_.StartInfo.UseShellExecute = true;
pdProcess_.StartInfo.UseShellExecute = false;
pdProcess_.StartInfo.FileName = Application.streamingAssetsPath + "/pd/win/pd.com";
var path = Application.streamingAssetsPath + "/pd/patch/" + mainPatch;
pdProcess_.StartInfo.Arguments = "-nogui -rt -inchannels " + numInputChannels + " " + path;
pdProcess_.Start();
if (!pdProcess_.Start())
{
throw new Exception("Pd process failed to start");
}
Debug.Log("Pd Process started");
}
@ -47,5 +49,6 @@ namespace cylvester
pdProcess_ = null;
Debug.Log("Pd Process stopped");
}
}
}

View file

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@ -1,9 +0,0 @@
#N canvas 646 421 450 300 10;
#X obj 137 120 dac~;
#X obj 99 41 osc~ 440;
#X obj 142 74 *~ 0.1;
#X msg 232 96 \; pd dsp 1;
#X obj 238 55 loadbang;
#X connect 1 0 2 0;
#X connect 2 0 0 0;
#X connect 4 0 3 0;

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