CylMidiController can drive Timeline forwards and Backwards now

Bug: Playback deosnt stop for reverse.
This commit is contained in:
max 2019-12-06 17:11:43 +01:00
parent 9d6e037de9
commit a757349071
4 changed files with 43 additions and 21 deletions

View file

@ -105,13 +105,13 @@
<Compile Include="Assets\Scripts\Math\BodyHolder.cs" />
<Compile Include="Assets\Scripts\Math\Smoother.cs" />
<Compile Include="Assets\Scripts\Math\Threshold.cs" />
<Compile Include="Assets\Scripts\PdConnection\CylMidiTransitionController.cs" />
<Compile Include="Assets\Scripts\PdConnection\DspController.cs" />
<Compile Include="Assets\Scripts\PdConnection\ISpectrumGenerator.cs" />
<Compile Include="Assets\Scripts\PdConnection\MidiLogger.cs" />
<Compile Include="Assets\Scripts\PdConnection\MidiParser.cs" />
<Compile Include="Assets\Scripts\PdConnection\MidiSequencer.cs" />
<Compile Include="Assets\Scripts\PdConnection\MidiSyncedLoop.cs" />
<Compile Include="Assets\Scripts\PdConnection\MidiTransitionController.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdArray.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdArrayContainer.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdArraySelector.cs" />

View file

@ -10,7 +10,7 @@ namespace cylvester
[SerializeField] private PlayableDirector playableDirector;
[SerializeField] private StateManager stateManager;
[SerializeField] private float initTransitionFactor = 8f;
[SerializeField] private float initTransitionFactor = 1f;
private IList<QlistMarker> qlistMarkers_;
@ -48,10 +48,15 @@ namespace cylvester
return;
var nextState = stateManager.NextState.Value;
if (notification.id == nextState.Title)
var prevState = stateManager.PreviousState.Value; //ToDO this is the same as nextState???
Debug.Log("next State " + prevState.Title);
Debug.Log("prev State " + prevState.Title);
if (notification.id == nextState.Title || notification.id == prevState.Title)
{
playableDirector.Pause(); // reaches the next state (marker) in timeline
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(initTransitionFactor);
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(initTransitionFactor); // Max added this instead of .Stop
}
}
}

View file

@ -5,25 +5,33 @@ using UnityEngine.Playables;
namespace cylvester
{
public enum CYL_Command
{
OneBarLoopButton = 86,
FourBarLoopButton = 94,
{
//these are the midi CCs coming from the CYL_Axoloti box
OneBarLoopButton = 94,
FourBarLoopButton = 86,
NextScelectedScene = 18,
CurrentSelectedScene = 17,
instaTrig = 2
instaTrig = 2,
}
public class MidiTransitionController : MonoBehaviour
public enum Timeline_Command
{
Forwards = 1,
Backwards = -1
}
public class CylMidiTransitionController : MonoBehaviour
{
[SerializeField] private PlayableDirector playableDirector;
[SerializeField, Range(1, 16)] private int channel = 1;
[SerializeField] StateManager stateManager;
[SerializeField] float instaTransitionSpeed = 10;
private const int oneBarLoopLength = 96;
private const int fourBarLoopLength = 384;
private const int oneBarTrigger = 96;
private const int fourBarTrigger = 384;
private bool instaChangeActive;
@ -58,23 +66,32 @@ namespace cylvester
case (byte) CYL_Command.CurrentSelectedScene:
currentSelectedScene = mes.Data2; //Get current selected Scene
if (instaChangeActive)
if (instaChangeActive) //This triggers instant Switch between states
{
stateManager.SelectedState = currentSelectedScene;
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(10);
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
instaChangeActive = false;
}
break;
case (byte) CYL_Command.FourBarLoopButton:
RestTime(fourBarLoopLength - currentTick % fourBarLoopLength);
TimelinePlaybackSpeed();
if (nextSelectedScene > currentSelectedScene)
{
RestTime(fourBarTrigger - currentTick % fourBarTrigger);
TimelinePlaybackSpeed((int) Timeline_Command.Forwards);
stateManager.SelectedState = nextSelectedScene;
break;
}
else
{
RestTime(fourBarTrigger - currentTick % fourBarTrigger);
TimelinePlaybackSpeed((int)Timeline_Command.Backwards);
stateManager.SelectedState = nextSelectedScene + 2;
}
break;
case (byte) CYL_Command.OneBarLoopButton:
RestTime(oneBarLoopLength - currentTick % oneBarLoopLength);
TimelinePlaybackSpeed();
RestTime(oneBarTrigger - currentTick % oneBarTrigger);
TimelinePlaybackSpeed((int) Timeline_Command.Forwards);
stateManager.SelectedState = nextSelectedScene;
break;
}
@ -86,10 +103,10 @@ namespace cylvester
restTimeS = restTick / 24.0f / stateManager.CurrentState.Bpm * 60;
}
public void TimelinePlaybackSpeed()
public void TimelinePlaybackSpeed(int direction)
{
float timelinePlaybackSpeed = transitionLength / Mathf.Clamp(restTimeS, 0.001f, transitionLength);
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed); //set playbackspeed of Timeline
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed * direction); //set playbackspeed of Timeline
}
}
}