soundvision/UnityProject/Assets/Scripts/PdConnection/MidiTransitionController.cs
2019-12-06 15:19:36 +01:00

95 lines
No EOL
3.2 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Timeline;
using UnityEngine.Playables;
namespace cylvester
{
public enum CYL_Command
{
OneBarLoopButton = 86,
FourBarLoopButton = 94,
NextScelectedScene = 18,
CurrentSelectedScene = 17,
instaTrig = 2
}
public class MidiTransitionController : MonoBehaviour
{
[SerializeField] private PlayableDirector playableDirector;
[SerializeField, Range(1, 16)] private int channel = 1;
[SerializeField] StateManager stateManager;
private const int oneBarLoopLength = 96;
private const int fourBarLoopLength = 384;
private bool instaChangeActive;
private int currentTick;
private float transitionLength = 16; //sets the duration in Seconds, how long a transition has to be in "TimeLine" to be played back correctly when CYLVESTER is hooked up correctly
private float restTimeS = 1f; //init transTime is 1 Second
int currentSelectedScene = 0;
int nextSelectedScene = 0;
public void OnSyncReceived(MidiSync midiSync, int counter)
{
currentTick = counter;
}
public void OnMidiMessageReceived(MidiMessage mes)
{
if (mes.Status - 176 == channel - 1) //Choose Midi-Channel
{
switch (mes.Data1)
{
case (byte) CYL_Command.NextScelectedScene:
nextSelectedScene = mes.Data2; //Get next selected Scene
break;
case (byte) CYL_Command.instaTrig:
instaChangeActive = true;
break;
case (byte) CYL_Command.CurrentSelectedScene:
currentSelectedScene = mes.Data2; //Get current selected Scene
if (instaChangeActive)
{
stateManager.SelectedState = currentSelectedScene;
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(10);
instaChangeActive = false;
}
break;
case (byte) CYL_Command.FourBarLoopButton:
RestTime(fourBarLoopLength - currentTick % fourBarLoopLength);
TimelinePlaybackSpeed();
stateManager.SelectedState = nextSelectedScene;
break;
case (byte) CYL_Command.OneBarLoopButton:
RestTime(oneBarLoopLength - currentTick % oneBarLoopLength);
TimelinePlaybackSpeed();
stateManager.SelectedState = nextSelectedScene;
break;
}
}
}
public void RestTime(int restTick)
{
restTimeS = restTick / 24.0f / stateManager.CurrentState.Bpm * 60;
}
public void TimelinePlaybackSpeed()
{
float timelinePlaybackSpeed = transitionLength / Mathf.Clamp(restTimeS, 0.001f, transitionLength);
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed); //set playbackspeed of Timeline
}
}
}