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CsoundUnity.cs
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CsoundUnity.cs
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/*
Copyright (C) 2015 Rory Walsh.
This file is part of CsoundUnity: https://github.com/rorywalsh/CsoundUnity
This interface would not have been possible without Richard Henninger's .NET interface to the Csound API.
Contributors:
Bernt Isak Wærstad
Charles Berman
Giovanni Bedetti
Hector Centeno
NPatch
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH
THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using UnityEngine;
using System.IO;
using System.Collections.Generic;
using System.Collections;
using System;
using System.Globalization;
using UnityEngine.Networking;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_EDITOR || UNITY_STANDALONE
using MYFLT = System.Double;
#elif UNITY_ANDROID || UNITY_IOS || UNITY_WEBGL
using MYFLT = System.Single;
#endif
#region PUBLIC_CLASSES
[Serializable]
/// <summary>
/// Utility class for controller and channels
/// </summary>
public class CsoundChannelController
{
[SerializeField] public string type = "";
[SerializeField] public string channel = "";
[SerializeField] public string text = "";
[SerializeField] public string caption = "";
[SerializeField] public float min;
[SerializeField] public float max;
[SerializeField] public float value;
[SerializeField] public float skew;
[SerializeField] public float increment;
[SerializeField] public string[] options;
public void SetRange(float uMin, float uMax, float uValue = 0f, float uSkew = 1f, float uIncrement = 0.01f)
{
min = uMin;
max = uMax;
value = uValue;
skew = uSkew;
increment = uIncrement;
}
public CsoundChannelController Clone()
{
return this.MemberwiseClone() as CsoundChannelController;
}
//public static explicit operator UnityEngine.Object(CsoundChannelController v)
//{
// return (UnityEngine.Object)v;
//}
}
/// <summary>
/// This class describes a setting that is meant to be used to set Csound's Global Environment Variables
/// </summary>
[Serializable]
public class EnvironmentSettings
{
[SerializeField] public SupportedPlatform platform;
[SerializeField] public CsoundUnity.EnvType type;
[SerializeField] public EnvironmentPathOrigin baseFolder;
[SerializeField] public string suffix;
[Tooltip("Utility bool to store if the drawn property is foldout or not")]
[SerializeField] public bool foldout;
public List<string> AssetsToLoadList;
/// <summary>
/// Set the runtime bool true on Editor for debug purposes only, let Unity detect the correct path with Application.persistentDataPath
/// </summary>
/// <param name="runtime"></param>
/// <returns></returns>
public string GetPath(bool runtime = false)
{
var path = string.Empty;
//Debug.Log($"EnvironmentSettings GetPath from {baseFolder}");
switch (baseFolder)
{
case EnvironmentPathOrigin.PersistentDataPath:
path = GetPersistentDataPath(platform, runtime);
break;
case EnvironmentPathOrigin.StreamingAssets:
path = GetStreamingAssetsPath(platform, runtime);
break;
case EnvironmentPathOrigin.Plugins:
path = GetPluginsPath(platform, runtime);
break;
case EnvironmentPathOrigin.Absolute:
default:
break;
}
return path;
}
/// <summary>
/// An helper that shows what will be the path of the PersistentDataPath at runtime for the supplied platform
/// Set the runtime bool true on Editor for debug purposes only, let Unity detect the correct path with Application.persistentDataPath
/// </summary>
private string GetPersistentDataPath(SupportedPlatform supportedPlatform, bool runtime)
{
var res = Application.persistentDataPath;
var path = Path.Combine(Application.persistentDataPath, suffix);
switch (supportedPlatform)
{
case SupportedPlatform.MacOS:
res = runtime ?
$"~/Library/Application Support/{Application.companyName}/{Application.productName}/{suffix}" :
path;
break;
case SupportedPlatform.Windows:
res = runtime ?
$"%userprofile%\\AppData\\LocalLow\\{Application.companyName}\\{Application.productName}\\{suffix}" :
path;
break;
case SupportedPlatform.Android:
res = runtime ?
$"/storage/emulated/0/Android/data/{Application.identifier}/files/{suffix}" :
path;
break;
case SupportedPlatform.iOS:
res = runtime ? $"/var/mobile/Containers/Data/Application/{Application.identifier}/Documents/{suffix}" :
path;
break;
case SupportedPlatform.WebGL:
res = runtime ? $"/idbfs/<md5 hash of data path>/{suffix}" :
path;
break;
}
return res;
}
/// <summary>
/// An helper that shows what will be the path of the PersistentDataPath at runtime for the supplied platform
/// </summary>
private string GetStreamingAssetsPath(SupportedPlatform supportedPlatform, bool runtime)
{
var res = Application.streamingAssetsPath;
var path = Path.Combine(Application.streamingAssetsPath, suffix);
switch (supportedPlatform)
{
case SupportedPlatform.MacOS:
res = runtime ? $"<path to player app bundle>/Contents/Resources/Data/StreamingAssets/{suffix}" :
path;
break;
case SupportedPlatform.Windows:
res = runtime ? $"<path to executablename_Data folder>\\{suffix}" : path;
break;
case SupportedPlatform.Android:
res = runtime ? $"jar:file://storage/emulated/0/Android/data/{Application.identifier}/!/assets/{suffix}" : path;
break;
case SupportedPlatform.iOS:
res = runtime ? $"/var/mobile/Containers/Data/Application/{Application.identifier}/Raw/{suffix}" : path;
break;
case SupportedPlatform.WebGL:
res = runtime ? $"https://<your website>/<unity webgl build path>/StreamingAssets/{suffix}" : path;
break;
}
//Debug.Log("res: " + res);
return res;
}
private string GetPluginsPath(SupportedPlatform supportedPlatform, bool runtime)
{
//Debug.Log($"GetPluginsPath for platform: {supportedPlatform}");
var res = Path.Combine(Application.dataPath, "Plugins");
switch (supportedPlatform)
{
case SupportedPlatform.MacOS:
res = runtime ? $"<path to player app bundle>/Contents/Resources/Data/Plugins" : res;
break;
case SupportedPlatform.Windows:
res = runtime ? $"<path to executablename_Data folder>/Managed" : Path.Combine(Application.dataPath, "Managed");
break;
case SupportedPlatform.Android:
#if UNITY_ANDROID && !UNITY_EDITOR
//Debug.Log("1 - GET ANDROID NATIVE LIBRARY DIR");
res = GetAndroidNativeLibraryDir();
#else
res = runtime ? $"/data/app/<random chars>/{Application.identifier}-<random chars>/lib/arm64-v8a" : res;
#endif
break;
case SupportedPlatform.iOS:
res = runtime ? $"/var/mobile/Containers/Data/Application/{Application.identifier}/Plugins" : res;
break;
}
return res;
}
#if UNITY_ANDROID && !UNITY_EDITOR
public static AndroidJavaObject GetUnityActivity()
{
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
return unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
}
}
public static AndroidJavaObject GetUnityContext()
{
var activity = GetUnityActivity();
//Debug.Log($"2 - GetUnityContext, activity null? {activity == null}");
return activity.Call<AndroidJavaObject>("getApplicationContext");
}
public static AndroidJavaObject GetApplicationInfo()
{
var context = GetUnityContext();
//Debug.Log($"3 - GetApplicationInfo, context null? {context == null}");
return GetUnityContext().Call<AndroidJavaObject>("getApplicationInfo");
}
public static string GetAndroidNativeLibraryDir()
{
var info = GetApplicationInfo();
//Debug.Log($"4 - GetAndroidNativeLibraryDir, info null? {info == null}");
return info.Get<string>("nativeLibraryDir");
}
#endif
public string GetTypeString()
{
return type.ToString();
}
public string GetPlatformString()
{
return platform.ToString();
}
public string GetPathDescriptor(bool runtime)
{
return $"[{GetPlatformString()}]:[{GetTypeString()}]: {GetPath(runtime)}";
}
}
[Serializable]
public enum SupportedPlatform { MacOS, Windows, Android, iOS, WebGL }
/// <summary>
/// The base folder where to set the Environment Variables
/// </summary>
[Serializable]
public enum EnvironmentPathOrigin { PersistentDataPath, StreamingAssets, Absolute, Plugins }
#endregion PUBLIC_CLASSES
/// <summary>
/// Csound Unity Class
/// </summary>
[AddComponentMenu("Audio/CsoundUnity")]
[Serializable]
[RequireComponent(typeof(AudioSource))]
public class CsoundUnity : MonoBehaviour
{
#region PUBLIC_FIELDS
/// <summary>
/// The name of this package
/// </summary>
public const string packageName = "com.csound.csoundunity";
/// <summary>
/// The version of this package
/// </summary>
public const string packageVersion = "3.5.0";
/// <summary>
/// the unique guid of the csd file
/// </summary>
public string csoundFileGUID { get => _csoundFileGUID; }
/// <summary>
/// The file CsoundUnity will try to load. You can only load one file with each instance of CsoundUnity,
/// but you can use as many instruments within that file as you wish.You may also create as many
/// of CsoundUnity objects as you wish.
/// </summary>
public string csoundFileName { get => _csoundFileName; }
/// <summary>
/// a string to hold all the csoundFile content
/// </summary>
public string csoundString { get => _csoundString; }
#if UNITY_EDITOR
/// <summary>
/// a reference to a csd file as DefaultAsset
/// </summary>
//[SerializeField]
public DefaultAsset csoundAsset { get => _csoundAsset; }
#endif
/// <summary>
/// If true, all Csound output messages will be sent to the
/// Unity output console.
/// Note that this can slow down performance if there is a
/// lot of information being printed.
/// </summary>
[HideInInspector] public bool logCsoundOutput = false;
/// <summary>
/// If true no audio is sent to output
/// </summary>
[HideInInspector] public bool mute = false;
/// <summary>
/// If true Csound uses as an input the AudioClip attached to this AudioSource
/// If false, no processing occurs on the attached AudioClip
/// </summary>
[HideInInspector] public bool processClipAudio;
/// <summary>
/// If true it will print warnings in the console when the output volume is too high,
/// and mute all the samples above the loudWarningThreshold value
/// </summary>
[HideInInspector] public bool loudVolumeWarning = true;
/// <summary>
/// The volume threshold at which a warning is output to the console,
/// and audio output is filtered
/// </summary>
[HideInInspector] public float loudWarningThreshold = 10f;
/// <summary>
/// If true you can override the default Csound control rate with a custom value.
/// The default value is AudioSettings.outputSampleRate.
/// Ksmps will be calculated by Csound so there's no need to set it in your csd.
/// </summary>
[HideInInspector] public bool overrideSamplingRate = false;
[HideInInspector] public int audioRate = 44100;
[HideInInspector] public int controlRate = 44100;
public string samplingRateSettingsInfo
{
get
{
var k = audioRate == 0 ? 0 : controlRate == 0 ? 0 : audioRate /(float) controlRate;
return $"sr: {audioRate}, kr: {controlRate}, ksmps: {k:F00}";
}
}
/// <summary>
/// list to hold channel data
/// </summary>
public List<CsoundChannelController> channels { get => _channels; }
/// <summary>
/// list to hold available audioChannels names
/// </summary>
public List<string> availableAudioChannels { get => _availableAudioChannels; }
/// <summary>
/// public named audio Channels shown in CsoundUnityChild inspector
/// </summary>
public readonly Dictionary<string, MYFLT[]> namedAudioChannelDataDict = new Dictionary<string, MYFLT[]>();
/// <summary>
/// Is Csound initialized?
/// </summary>
public bool IsInitialized { get => initialized; }
/// <summary>
/// The delegate of the event OnCsoundInitialized
/// </summary>
public delegate void CsoundInitialized();
/// <summary>
/// An event that will be executed when Csound is initialized
/// </summary>
public event CsoundInitialized OnCsoundInitialized;
public bool PerformanceFinished { get => performanceFinished; }
/// <summary>
/// the score to send via editor
/// </summary>
[HideInInspector] public string csoundScore;
/// <summary>
/// The list of the Environment Settings that will be set on start, using csoundSetGlobalEnv.
/// Each setting can be used to specify the path of an environment variable.
/// These settings will be applied to this CsoundUnity instance when the CsoundUnityBridge is created.
/// </summary>
[SerializeField]
[HideInInspector]
public List<EnvironmentSettings> environmentSettings = new List<EnvironmentSettings>();
/// <summary>
/// The current preset name. If empty, no preset has been set.
/// </summary>
public string CurrentPreset => _currentPreset;
#endregion PUBLIC_FIELDS
#region PRIVATE_FIELDS
/// <summary>
/// The private member variable csound provides access to the CsoundUnityBridge class, which
/// is defined in the CsoundUnity native libraries. If for some reason the libraries can
/// not be found, Unity will report the issue in its output Console. The CsoundUnityBridge object
/// provides access to Csounds low level native functions. The csound object is defined as private,
/// meaning other scripts cannot access it. If other scripts need to call any of Csounds native
/// fuctions, then methods should be added to the CsoundUnity.cs file and CsoundUnityBridge class.
/// </summary>
private CsoundUnityBridge csound;
[HideInInspector] [SerializeField] private string _csoundFileGUID;
[HideInInspector] [SerializeField] private string _csoundString;
[HideInInspector] [SerializeField] private string _csoundFileName;
#if UNITY_EDITOR
[HideInInspector] [SerializeField] private DefaultAsset _csoundAsset;
#endif
[HideInInspector] [SerializeField] private List<CsoundChannelController> _channels = new List<CsoundChannelController>();
/// <summary>
/// An utility dictionary to store the index of every channel in the _channels list
/// </summary>
private Dictionary<string, int> _channelsIndexDict = new Dictionary<string, int>();
[HideInInspector] [SerializeField] private List<string> _availableAudioChannels = new List<string>();
[HideInInspector] [SerializeField] private uint _audioChannelsBufferSize = 32;
/// <summary>
/// Inspector foldout settings
/// </summary>
#pragma warning disable 414
[HideInInspector] [SerializeField] private bool _drawCsoundString = false;
[HideInInspector] [SerializeField] private bool _drawTestScore = false;
[HideInInspector] [SerializeField] private bool _drawSettings = false;
[HideInInspector] [SerializeField] private bool _drawChannels = false;
[HideInInspector] [SerializeField] private bool _drawAudioChannels = false;
[HideInInspector] [SerializeField] private bool _drawPresets = false;
[HideInInspector] [SerializeField] private bool _drawPresetsLoad = false;
[HideInInspector] [SerializeField] private bool _drawPresetsSave = false;
[HideInInspector] [SerializeField] private bool _drawPresetsImport = false;
/// <summary>
/// If true, the path shown in the Csound Global Environments Folders inspector will be
/// the one expected at runtime, otherwise it will show the Editor path (for desktop platform).
/// For mobile platforms the path will always be the same.
/// </summary>
[HideInInspector] [SerializeField] private bool _showRuntimeEnvironmentPath = false;
[HideInInspector] [SerializeField] private string _currentPreset;
[HideInInspector] [SerializeField] private string _currentPresetSaveFolder;
[HideInInspector] [SerializeField] private string _currentPresetLoadFolder;
#pragma warning restore 414
private bool initialized = false;
// private uint ksmps = 32; // this is unused
private uint ksmpsIndex = 0;
private float zerdbfs = 1;
private bool compiledOk = false;
private bool performanceFinished;
private AudioSource audioSource;
private Coroutine LoggingCoroutine;
int bufferSize, numBuffers;
private const string GLOBAL_TAG = "(GLOBAL)";
/// <summary>
/// the temp buffer, ksmps sized
/// </summary>
private Dictionary<string, MYFLT[]> namedAudioChannelTempBufferDict = new Dictionary<string, MYFLT[]>();
#endregion
/// <summary>
/// CsoundUnity Awake function. Called when this script is first instantiated. This should never be called directly.
/// This functions behaves in more or less the same way as a class constructor. When creating references to the
/// CsoundUnity object make sure to create them in the scripts Start() function.
/// Notice that this function will execute regardless the CsoundUnity Component is enabled or not.
/// It won't be executed if the CsoundUnity GameObject is not active.
/// </summary>
void Awake()
{
initialized = false;
AudioSettings.GetDSPBufferSize(out bufferSize, out numBuffers);
Debug.Log($"CsoundUnity Awake\n" +
$"AudioSettings.bufferSize: {bufferSize} numBuffers: {numBuffers}");
if (audioRate == 0) audioRate = AudioSettings.outputSampleRate;
if (controlRate == 0) controlRate = AudioSettings.outputSampleRate;
audioSource = GetComponent<AudioSource>();
#if !UNITY_WEBGL || UNITY_EDITOR
Init();
#else
InitWebGL();
#endif
}
#if !UNITY_WEBGL || UNITY_EDITOR
/// <summary>
/// A default init method for all platforms except WebGL
/// </summary>
private void Init()
{
audioSource.spatializePostEffects = true;
// FIX SPATIALIZATION ISSUES
if (audioSource.clip == null && !processClipAudio)
{
var ac = AudioClip.Create("CsoundUnitySpatializerClip", 32, 1, AudioSettings.outputSampleRate, false);
var data = new float[32];
for (var i = 0; i < data.Length; i++) data[i] = 1;
ac.SetData(data, 0);
audioSource.clip = ac;
audioSource.loop = true;
audioSource.Play();
}
/// the CsoundUnityBridge constructor the string with the csound code and a list of the Global Environment Variables Settings.
/// It then calls createCsound() to create an instance of Csound and compile the csd string.
/// After this we start the performance of Csound.
csound = new CsoundUnityBridge(_csoundString, environmentSettings, audioRate, controlRate);
if (csound != null)
{
/// channels are created when a csd file is selected in the inspector
if (channels != null)
{
// initialise channels if found in xml descriptor..
for (int i = 0; i < channels.Count; i++)
{
if (channels[i].type.Contains("combobox"))
csound.SetChannel(channels[i].channel, channels[i].value + 1);
else
csound.SetChannel(channels[i].channel, channels[i].value);
// update channels index dictionary
if (!_channelsIndexDict.ContainsKey(channels[i].channel))
_channelsIndexDict.Add(channels[i].channel, i);
}
}
foreach (var audioChannel in availableAudioChannels)
{
if (namedAudioChannelDataDict.ContainsKey(audioChannel)) continue;
namedAudioChannelDataDict.Add(audioChannel, new MYFLT[bufferSize]);
namedAudioChannelTempBufferDict.Add(audioChannel, new MYFLT[_audioChannelsBufferSize]);
}
// This coroutine prints the Csound output to the Unity console
LoggingCoroutine = StartCoroutine(Logging(.01f));
compiledOk = csound.CompiledWithoutError();
if (compiledOk)
{
zerdbfs = (float)csound.Get0dbfs();
Debug.Log($"Csound zerdbfs: {zerdbfs}");
initialized = true;
OnCsoundInitialized?.Invoke();
}
}
else
{
Debug.Log("Error creating Csound object");
compiledOk = false;
}
Debug.Log($"CsoundUnity done init, compiledOk? {compiledOk}");
}
#endif
#region WEBGL_INIT
#if UNITY_WEBGL && !UNITY_EDITOR
public int InstanceId => _instanceId;
private int _instanceId = -1;
/// <summary>
/// Init method for WebGL platform only
/// </summary>
private void InitWebGL()
{
// listen for the OnCsoundWebGLInitialized event
CsoundUnityBridge.OnCsoundWebGLInitialized += OnWebGLBridgeInitialized;
// create CsoundUnityBridge and start initialization, we pass the csd and the list of the assets to be loaded, no environment settings as they won't work on Unity WebGL
// creating a new CsoundUnityBridge instance increases the internal instanceId counter
csound = new CsoundUnityBridge(_csoundString, this.webGLAssetsList);
// save the instanceId grabbing the last generated instanceId
this._instanceId = CsoundUnityBridge.LastInstanceId;
Debug.Log($"[CsoundUnity] InitWebGL, CsoundUnityBridge.LastInstanceId: {CsoundUnityBridge.LastInstanceId}");
}
private void OnWebGLBridgeInitialized(int instanceId)
{
Debug.Log($"[CsoundUnity] OnWebGLBridgeInitialized for instance #{instanceId} received by CsoundUnity instance {this._instanceId}");
if (instanceId != this._instanceId) return;
if (csound == null) return;
CsoundUnityBridge.OnCsoundWebGLInitialized -= OnWebGLBridgeInitialized;
// channels are created when a csd file is selected in the inspector
if (channels != null)
{
// initialise channels if found in xml descriptor..
for (var i = 0; i < channels.Count; i++)
{
if (channels[i].type.Contains("combobox"))
csound.SetChannel(channels[i].channel, channels[i].value + 1);
else
csound.SetChannel(channels[i].channel, channels[i].value);
// update channels index dictionary
_channelsIndexDict.TryAdd(channels[i].channel, i);
}
}
initialized = true;
OnCsoundInitialized?.Invoke();
}
#endif
#endregion WEBGL_INIT
#region PUBLIC_METHODS
#region INSTANTIATION
/// <summary>
/// Returns the Csound version number times 1000 (5.00.0 = 5000).
/// </summary>
/// <returns></returns>
public int GetVersion()
{
return csound.GetVersion();
}
/// <summary>
/// Returns the Csound API version number times 100 (1.00 = 100).
/// </summary>
/// <returns></returns>
public int GetAPIVersion()
{
return csound.GetAPIVersion();
}
#if !UNITY_IOS
/// <summary>
/// Loads all plugins from a given directory
/// </summary>
/// <param name="dir"></param>
/// <returns></returns>
public int LoadPlugins(string dir)
{
return csound.LoadPlugins(dir);
}
#endif
/// <summary>
/// Returns true if the csd file was compiled without errors.
/// </summary>
/// <returns></returns>
public bool CompiledWithoutError()
{
return compiledOk;
}
#endregion INSTANTIATION
#region PERFORMANCE
/// <summary>
/// Sets the csd file
/// </summary>
/// <param name="guid">the guid of the csd file asset</param>
public void SetCsd(string guid)
{
#if UNITY_EDITOR //for now setting csd is permitted from editor only, via asset guid
// Debug.Log($"SET CSD guid: {guid}");
if (string.IsNullOrWhiteSpace(guid) || !Guid.TryParse(guid, out Guid guidResult))
{
Debug.LogWarning($"GUID NOT VALID, Resetting fields");
ResetFields();
return;
}
var fileName = AssetDatabase.GUIDToAssetPath(guid);
if (string.IsNullOrWhiteSpace(fileName) ||
fileName.Length < 4 ||
Path.GetFileName(fileName).Length < 4 ||
!Path.GetFileName(fileName).EndsWith(".csd"))
{
Debug.LogWarning("FILENAME not valid, Resetting fields");
ResetFields();
return;
}
this._csoundFileGUID = guid;
this._csoundFileName = Path.GetFileName(fileName);
var csoundFilePath = Path.GetFullPath(fileName);
this._csoundAsset = (DefaultAsset)(AssetDatabase.LoadAssetAtPath(fileName, typeof(DefaultAsset)));
this._csoundString = File.ReadAllText(csoundFilePath);
this._channels = ParseCsdFile(fileName);
var count = 0;
foreach (var chan in this._channels)
if (!_channelsIndexDict.ContainsKey(chan.channel))
_channelsIndexDict.Add(chan.channel, count++);
this._availableAudioChannels = ParseCsdFileForAudioChannels(fileName);
foreach (var name in availableAudioChannels)
{
if (string.IsNullOrWhiteSpace(name)) continue;
if (!namedAudioChannelDataDict.ContainsKey(name))
{
namedAudioChannelDataDict.Add(name, new MYFLT[bufferSize]);
namedAudioChannelTempBufferDict.Add(name, new MYFLT[_audioChannelsBufferSize]);
}
}
#endif
}
/// <summary>
/// Parse, and compile the given orchestra from an ASCII string,
/// also evaluating any global space code (i-time only)
/// this can be called during performance to compile a new orchestra.
/// <example>
/// This sample shows how to use CompileOrc
/// <code>
/// string orc = "instr 1 \n a1 rand 0dbfs/4 \n out a1 \nendin\n";
/// CompileOrc(orc);
/// </code>
/// </example>
/// </summary>
/// <param name="orcStr"></param>
/// <returns></returns>
public int CompileOrc(string orcStr)
{
return csound.CompileOrc(orcStr);
}
/// <summary>
/// Send a score event to Csound in the form of "i1 0 10 ....
/// </summary>
/// <param name="scoreEvent">the score string to send</param>
public void SendScoreEvent(string scoreEvent)
{
//print(scoreEvent);
csound.SendScoreEvent(scoreEvent);
}
/// <summary>
/// Rewinds a compiled Csound score to the time specified with SetScoreOffsetSeconds().
/// </summary>
public void RewindScore()
{
csound.RewindScore();
}
/// <summary>
/// Csound score events prior to the specified time are not performed,
/// and performance begins immediately at the specified time
/// (real-time events will continue to be performed as they are received).
/// Can be used by external software, such as a VST host, to begin score performance midway through a Csound score,
/// for example to repeat a loop in a sequencer, or to synchronize other events with the Csound score.
/// </summary>
/// <param name="value"></param>
public void SetScoreOffsetSeconds(MYFLT value)
{
csound.CsoundSetScoreOffsetSeconds(value);
}
/// <summary>
/// Get the current sample rate
/// </summary>
/// <returns></returns>
public MYFLT GetSr()
{
return csound.GetSr();
}
/// <summary>
/// Get the current control rate
/// </summary>
/// <returns></returns>
public MYFLT GetKr()
{
return csound.GetKr();
}
/// <summary>
/// Process a ksmps-sized block of samples
/// </summary>
/// <returns></returns>
public int PerformKsmps()
{
return csound.PerformKsmps();
}
/// <summary>
/// Get the number of audio sample frames per control sample.
/// </summary>
/// <returns></returns>
public uint GetKsmps()
{
if (csound == null)
{
return (uint)Mathf.CeilToInt(audioRate / (float)controlRate);
}
return csound.GetKsmps();
}
#endregion PERFORMANCE
#region CSD_PARSE
/// <summary>
/// Parse the csd and returns available audio channels (set in csd via: <code>chnset avar, "audio channel name") </code>
/// </summary>
/// <param name="filename"></param>
/// <returns></returns>
public static List<string> ParseCsdFileForAudioChannels(string filename)
{
if (!File.Exists(filename)) return null;
string[] fullCsdText = File.ReadAllLines(filename);
if (fullCsdText.Length < 1) return null;
List<string> locaAudioChannels = new List<string>();
foreach (string line in fullCsdText)
{
var trimmd = line.TrimStart();
if (!trimmd.Contains("chnset")) continue;
if (trimmd.StartsWith(";")) continue;
var lndx = trimmd.IndexOf("chnset");
var chnsetEnd = lndx + "chnset".Length + 1;
var prms = trimmd.Substring(chnsetEnd, trimmd.Length - chnsetEnd);
var split = prms.Split(',');
if (!split[0].StartsWith("a") && !split[0].StartsWith("ga"))
continue; //discard non audio variables
// Debug.Log("found audio channel");
var ach = split[1].Replace('\\', ' ').Replace('\"', ' ').Trim();
if (!locaAudioChannels.Contains(ach))
locaAudioChannels.Add(ach);
}
return locaAudioChannels;
}
/// <summary>
/// Parse the csd file
/// </summary>
/// <param name="filename">the csd file to parse</param>
/// <returns></returns>
public static List<CsoundChannelController> ParseCsdFile(string filename)
{
if (!File.Exists(filename)) return null;
string[] fullCsdText = File.ReadAllLines(filename);
if (fullCsdText.Length < 1) return null;
List<CsoundChannelController> locaChannelControllers;
locaChannelControllers = new List<CsoundChannelController>();
foreach (string line in fullCsdText)
{
if (line.Contains("</"))
break;
var trimmd = line.TrimStart();
//discard csound comments in cabbage widgets
if (trimmd.StartsWith(";"))
{
//Debug.Log("discarding "+line);
continue;
}
var control = trimmd.Substring(0, trimmd.IndexOf(" ") > -1 ? trimmd.IndexOf(" ") : 0);
if (control.Contains("slider") || control.Contains("button") || control.Contains("checkbox")
|| control.Contains("groupbox") || control.Contains("form") || control.Contains("combobox"))
{
CsoundChannelController controller = new CsoundChannelController();
controller.type = control;
if (trimmd.IndexOf("caption(") > -1)
{
string infoText = trimmd.Substring(trimmd.IndexOf("caption(") + 9);
infoText = infoText.Substring(0, infoText.IndexOf(")") - 1);
controller.caption = infoText;
}
if (trimmd.IndexOf("text(") > -1)
{
string text = trimmd.Substring(trimmd.IndexOf("text(") + 6);
text = text.Substring(0, text.IndexOf(")") - 1);
text = text.Replace("\"", "");
text = text.Replace('"', new char());
controller.text = text;
if (controller.type == "combobox") //if combobox, create a range
{
char[] delimiterChars = { ',' };
string[] tokens = text.Split(delimiterChars);
controller.SetRange(1, tokens.Length, 0);
for (var o = 0; o < tokens.Length; o++)
{
tokens[o] = string.Join("", tokens[o].Split(default(string[]), System.StringSplitOptions.RemoveEmptyEntries));
}
controller.options = tokens;
}
}
if (trimmd.IndexOf("items(") > -1)
{
string text = trimmd.Substring(trimmd.IndexOf("items(") + 7);
text = text.Substring(0, text.IndexOf(")") - 1);
//TODO THIS OVERRIDES TEXT!
text = text.Replace("\"", "");
text = text.Replace('"', new char());
if (controller.type == "combobox")
{
char[] delimiterChars = { ',' };
string[] tokens = text.Split(delimiterChars);
controller.SetRange(1, tokens.Length, 0);
for (var o = 0; o < tokens.Length; o++)
{
tokens[o] = string.Join("", tokens[o].Split(default(string[]), System.StringSplitOptions.RemoveEmptyEntries));
}
controller.options = tokens;
}
}
if (trimmd.IndexOf("channel(") > -1)
{
string channel = trimmd.Substring(trimmd.IndexOf("channel(") + 9);
channel = channel.Substring(0, channel.IndexOf(")") - 1);
controller.channel = channel;
}
if (trimmd.IndexOf("range(") > -1)
{
int rangeAt = trimmd.IndexOf("range(");
if (rangeAt != -1)
{
string range = trimmd.Substring(rangeAt + 6);
range = range.Substring(0, range.IndexOf(")"));
char[] delimiterChars = { ',' };
string[] tokens = range.Split(delimiterChars);
for (var i = 0; i < tokens.Length; i++)
{
tokens[i] = string.Join("", tokens[i].Split(default(string[]), StringSplitOptions.RemoveEmptyEntries));
if (tokens[i].StartsWith("."))
{
tokens[i] = "0" + tokens[i];
}
if (tokens[i].StartsWith("-."))
{
tokens[i] = "-0" + tokens[i].Substring(2, tokens[i].Length - 2);
}
}
var min = float.Parse(tokens[0], CultureInfo.InvariantCulture);
var max = float.Parse(tokens[1], CultureInfo.InvariantCulture);
var val = 0f;
var skew = 1f;
var increment = 1f;
if (tokens.Length > 2)
{
val = float.Parse(tokens[2], CultureInfo.InvariantCulture);
}
if (tokens.Length > 3)
{
skew = float.Parse(tokens[3], CultureInfo.InvariantCulture);
}
if (tokens.Length > 4)