add timbreID feature

This commit is contained in:
Chikashi Miyama 2019-10-29 15:42:02 +01:00
parent c0fd668b01
commit a89bf6e9ae
28 changed files with 703 additions and 55 deletions

View file

@ -66,6 +66,7 @@
<Compile Include="Assets\Scenes\Examples\PdBackend\script\BoomBall.cs" />
<Compile Include="Assets\Scenes\Examples\PostProcessing\script\BokehBind.cs" />
<Compile Include="Assets\Scenes\Examples\Texture\TextureMapper.cs" />
<Compile Include="Assets\Scenes\Examples\TimbreID\script\IdToText.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />
<Compile Include="Assets\Scripts\Math\Smoother.cs" />
@ -85,6 +86,7 @@
<Compile Include="Assets\Scripts\PdConnection\PdReceiver.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdSender.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdSpectrumBind.cs" />
<Compile Include="Assets\Scripts\PdConnection\PdTimbreIdBind.cs" />
<Compile Include="Assets\Scripts\PdConnection\Spectrogram.cs" />
<Compile Include="Assets\Scripts\PdConnection\SpectrumGeneratorPlayMode.cs" />
<Compile Include="Assets\Scripts\PdConnection\Waveform.cs" />

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@ -21,7 +21,8 @@ namespace cylvester
"Kick",
"Pads+Strings",
"Rose_Sax",
"Roses_Front"
"Roses_Front",
"TimbreID_Test"
};
private void Awake()

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@ -0,0 +1,25 @@
using UnityEngine;
using UnityEngine.UI;
public class IdToText : MonoBehaviour
{
[SerializeField] private Text text;
public void OnTimbreIdReceived(int id, int distance)
{
switch (id)
{
case 0:
text.text = "Snare";
break;
case 1:
text.text = "Hi-hat";
break;
case 2:
text.text = "Kick";
break;
default:
return;
}
}
}

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@ -0,0 +1,24 @@
using UnityEngine;
using UnityEngine.Events;
namespace cylvester
{
[System.Serializable]
public class TimbreIdEvent : UnityEvent<int, int>
{
}
public class PdTimbreIdBind : MonoBehaviour
{
[SerializeField] private TimbreIdEvent onTimbreIdReceived;
[SerializeField, Range(1, 16)] private int channel = 1;
public void OnMidiMessageReceived(MidiMessage midiMessage)
{
if (159 + channel != midiMessage.Status)
return;
onTimbreIdReceived.Invoke(midiMessage.Data1, midiMessage.Data2);
}
}
}

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@ -1,4 +1,5 @@
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#X declare -lib timbreID/timbreIDLib;
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@ -52,10 +53,10 @@
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#A set Back_Back.wav \; Brutal_Synth.wav \; Dialog.wav \; Drums.wav
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#X text 308 53 timbreID comes with its own onset detection object:
bark~. See its helpfile for more details. In comparison with bonk~
(the usual onset detection object in Pd) \, bark~ performs very similarly
but has several extra conveniences. Most importantly \, there is a
non-real-time version of the object \, enabling easy parsing of pre-recorded
audio.;
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#X text 308 163 Doing the attack detection in a subpatch with the input
signal connected in series before [bfcc~] guarantees the DSP order.
We first analyze the signal with [bark~] here to look for attacks \,
and if we find one \, spit out a bang to get the most recent BFCC analysis
possible back in the parent patch.;
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#X obj 117 241 table wave_\$1 512;
#X obj 119 217 shmem wave_\$1 512;
#X obj 211 291 table fft_\$1 512;
#X obj 182 228 r shmemupdate;
#X obj 210 267 shmem fft_\$1 512;
#X obj 99 292 table wave_\$1 512;
#X obj 101 268 shmem wave_\$1 512;
#X obj 135 125 tabwrite~ wave_\$1;
#X obj 270 143 tabwrite level;
#X obj 375 81 loadbang;
#X obj 375 110 f \$1, f 6;
#X obj 270 111 env~ 1024 512;
#X obj 491 150 tabwrite level;
#X obj 596 88 loadbang;
#X obj 596 117 f \$1, f 6;
#X obj 491 118 env~ 1024 512;
#X obj 364 302 timbreID;
#N canvas 507 196 745 433 onsets 0;
#X obj 56 53 inlet~;
#X obj 146 327 outlet;
#X obj 3 4 cnv 10 400 10 empty empty empty 20 12 0 14 -233017 -66577
0;
#X obj 3 4 cnv 10 10 400 empty empty empty 20 12 0 14 -233017 -66577
0;
#X obj 178 173 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X obj 171 96 r bark-settings;
#X text 308 53 timbreID comes with its own onset detection object:
bark~. See its helpfile for more details. In comparison with bonk~
(the usual onset detection object in Pd) \, bark~ performs very similarly
but has several extra conveniences. Most importantly \, there is a
non-real-time version of the object \, enabling easy parsing of pre-recorded
audio.;
#X obj 146 135 bark~ 1024 256 0.5;
#X obj 336 292 loadbang;
#X msg 336 314 \; bark-settings minvel 15 \; bark-settings debounce
350 \; bark-settings thresh 5 12 \; bark-settings filter_range 20 49
\;;
#X obj 56 385 outlet~;
#X text 308 163 Doing the attack detection in a subpatch with the input
signal connected in series before [bfcc~] guarantees the DSP order.
We first analyze the signal with [bark~] here to look for attacks \,
and if we find one \, spit out a bang to get the most recent BFCC analysis
possible back in the parent patch.;
#X text 558 321 These were good onset detection settings for the audio
files used in this help file., f 22;
#X connect 0 0 7 0;
#X connect 0 0 10 0;
#X connect 5 0 7 0;
#X connect 7 0 4 0;
#X connect 7 0 1 0;
#X connect 8 0 9 0;
#X restore 385 165 pd onsets;
#X obj 386 214 bfcc~ 1024 0.5;
#X obj 386 236 list split 25;
#X obj 508 217 loadbang;
#X msg 508 245 read trained.timid;
#X obj 270 342 loadbang;
#X obj 270 371 f \$1, f 6;
#X obj 270 396 + 160;
#X obj 379 355 * 64;
#X obj 379 378 clip 0 127;
#X obj 321 386 t b f;
#X obj 322 545 s netsend;
#X obj 379 417 i;
#X obj 322 458 pack 0 0 0;
#X obj 303 432 f;
#X obj 322 485 list prepend send;
#X obj 322 516 list trim;
#X connect 0 0 1 0;
#X connect 0 0 7 0;
#X connect 0 0 11 0;
#X connect 0 0 13 0;
#X connect 3 0 4 0;
#X connect 3 0 6 0;
#X connect 3 0 7 0;
#X connect 9 0 10 0;
#X connect 10 0 8 1;
#X connect 11 0 8 0;
#X connect 12 0 23 0;
#X connect 12 1 21 0;
#X connect 13 0 14 0;
#X connect 13 1 14 0;
#X connect 14 0 15 0;
#X connect 15 0 12 1;
#X connect 16 0 17 0;
#X connect 17 0 12 0;
#X connect 18 0 19 0;
#X connect 19 0 20 0;
#X connect 20 0 27 1;
#X connect 21 0 22 0;
#X connect 22 0 25 0;
#X connect 23 0 27 0;
#X connect 23 1 26 1;
#X connect 25 0 26 2;
#X connect 26 0 28 0;
#X connect 27 0 26 0;
#X connect 28 0 29 0;
#X connect 29 0 24 0;

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