soundvision/UnityProject/Assets/Scripts/PdConnection/MidiTransitionController.cs
max ca5568e94b Added MidiTransitionController and Changed TimelineController
For Transitions that finish on the next chosen downbeat

closes #120
2019-12-04 19:14:04 +01:00

64 lines
No EOL
2 KiB
C#

using UnityEngine;
using UnityEngine.Events;
namespace cylvester
{
public class MidiTransitionController : MonoBehaviour
{
[SerializeField] private int oneBarLoopButton = 86;
[SerializeField] private int fourBarLoopButton = 94;
private int oneBarLoop = 96;
private int fourBarLoop = 384;
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
[SerializeField, Range(1, 16)] private int channel = 1;
[SerializeField] StateManager stateManager;
public void Start()
{
}
public void OnSyncReceived(MidiSync midiSync, int counter)
{
currentTick = counter;
}
public void OnMidiMessageReceived(MidiMessage mes)
{
if (mes.Status - 176 == channel - 1) //Which Channel
{
if (mes.Data1 == oneBarLoopButton) //Button fourBarLoop
{
RestTime(fourBarLoop - currentTick % fourBarLoop);
}
if (mes.Data1 == fourBarLoopButton) //Button oneBarLoop
{
RestTime(oneBarLoop - currentTick % oneBarLoop);
}
}
}
public void RestTime(int restTick)
{
restTimeS = restTick / 24.0f / stateManager.CurrentState.Bpm * 60;
}
public float TimelinePlaybackSpeed ()
{
float timelinePlaybackSpeed;
/* if (restTimeS == 0f)
{
restTimeS = initTransitionTime; //Initial Transition Time
}
*/
timelinePlaybackSpeed = transitionLength / Mathf.Clamp(restTimeS, 0.001f, transitionLength);
return timelinePlaybackSpeed;
}
}
}