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midianimationtrack's Issues

midi files not opening on TL

I am a bit of a noob: I am trying to drop the files on the TL but they do not load
image

also the icon is different

Properties doesn't appear in Control Element

Hi Keijiro,

First, thank you for this package! It's really helpful!

I have some issues to define a property in a MonoBehaviour.

The documentation mention :

Please note that it requires a public property to be animated; Just providing a public variable is not enough.

So I followed the "Creating Properties" tutorial of unity to create something like :

public class TestProp : MonoBehaviour
{
    private float experience;

    //Experience is a basic property
    public float Experience
    {
        get
        {
            //Some other code
            return experience;
        }
        set
        {
            //Some other code
            experience = value;
        }
    }   
}

But the property doesn't appear in the Control Element

Screenshot 2020-10-02 at 22 31 35

What did I miss ?

Access CC data from script

Hello!
I am trying to access a CC stream of data from a script. I got the Pitch and Velocity data correctly being reported with this function

public void OnNotify
            (Playable origin, INotification notification, object context)
        {
            var signal = (MidiSignal)notification;
            float pitch    = signal.Event.data1;
            float velocity = signal.Event.data2;
        }

In the signal.Event I don't see any way to access the CC though. Is there an example I can look at to grab the CC from the Midi animation track?
Thanks!

Midi Offset at first play.

I noticed that on the first play in Unity editor the midi is offset with audio track by 3/4 seconds (midi is ahead).
If I stop and play it again, everything is OK.

Sometimes Build is offsync as well.

I don't think it comes from Unity timeline since only the midi file is ahead.

Do you what could be the problem?

Best regards.

Signal Received multiple times at track start

I am using a Midi Signal Receiver, and if I press play, sometimes the first signal will fire multiple times ( most times I have seen it fire at once is 600, but it is variable )

it seems to only happen when I have already dragged back and forth across the timeline

Needed feature: offset

Something that you should totally add to this is a way to offset certain control elements or receiver scripts. Especially with particle emissions, I want the particle to emit a few seconds before the actual midi note is played (and technically I could achieve this by adding another midi track of the same song offset and set the receiver to that, but it's a bit tedious.

WebGL Build not playing animations

Tested with the included project and a new one on Unity 2019.4.13f1 and 2021.1.04b. The problem only appears with a WebGL build: sound is OK but no animations are playing.

The console gives several warnings and errors (the FMOD one being probably unrelated and an old bug):

midianimWebGLB

Best (and thanks for ALL your amazing work),

Laurent

Octave convention difference

First, thank you very much for sharing your work.
Everything run smoothly.

I just noticed that there is on octave difference between the midi reciever and my imported midi track.
Don't know if the problem come from the midi parsing or the reciever itself.
It's not actually a problem for me but just wanted wanted you to know.

Thanks again!

How to install the package

Excuse me but I'm beginner and don't a lot about coding.
It seems that MidiAnimationTrack is exactly what I am looking for (trigger event in Unity with a midi file)
But I don't know how to use it. How can I install this in Unity?

Thanks.

パッケージのインストールが始まらない

初めまして。初心者のため的外れな質問かもしれないのですが、お聞きしたいことがあり連絡させて頂きました。

READMEに書いてある手順を踏んでもパッケージのインストールが始まらないのですが、
もし考えられる問題点/解決法があれば教えて頂けないでしょうか。
環境はMacユーザー・Unity 2020.3.14f1(2020.3.15fでも試しましたが変わりませんでした。)で、
エディタはVisual StudioとAtomをそれぞれ複数回試しました。

お手数をおかけしてしまい申し訳ないのですが教えて頂けますと幸いです。

possible to get example of custom property?

thanks for such a great tool Keijiro! i wanted to make a custom float property that can be animated, as your instructions said to do, but so far i have not been successful. can you perhaps give me an example of a custom float property that can be animated, or maybe a link to something that could work? i have tried properties with a getter and setter but that has not worked, but i may not be implementing it correctly. i hope this makes sense - thanks!

Midi assets not recongnized in timeline Unity 2020.2.6f1

I have just installed MidiAnimationTrack.
The Klak.Timeline.Midi appears as a choice in the timeline window. It is possible to create a Midi Animation Track.
A midi file has been imported (succesfully ? see attachment).
However, I can't link the Midi file to the Midi Animation Track, nor can I drag an drop it from assets
Mozart.mid.meta.txt
.

Controlling x-y-z position with 3 different CC

I would like to have three different CC values to control the x-y-z position of an object, as opposed to having initial position and end position and CC controlling interpolation. Is it possible, can I write a script for it?

Imported MIDI clips not full length

It seems that MIDI clips are not imported at their full length unless there is a note or CC event at the end of the clip.

For example if you have an 8 bar MIDI clip but the last bar only has a single note at the beginning of the bar it will import as a 7 bar MIDI clip. However, if you add a continuous CC modulation to the 8 bar clip it will properly import as 8 bars.

This doesn't really break anything, but it makes it a little more difficult to visually lay down clips on the Timeline when the last bar is missing (even if it technically has no information).

MIDIのノーツの始まりでだけシグナルを出すことはできますか?

Note On Eventのところにスクリプトを入れて、プレハブからオブジェクトを生成しているのですが、MIDIの音の始まりと終わりのどちらもでオブジェクトが生成されてしまいます。始まりの方だけで生成したいです。
初心者なので変な質問だったらすみません。

Midi Signal Receiver Script note selection not working.

Maybe it's just me, but when using the midi signal receiver script to control particle emission, for whatever reason it ignores the note I have selected, and only uses the octave that I selected (so for example, If I have notes/octave set to B0, it acts on every note in the 0 octave. If It's set to B All, it reacts to every note played). Everything works fine in the animation track, just not the receiver script.

Update: It seems to me that actually, rather than just ignoring the note, it just seems to pick a random note or notes, still not sure why but again, only in the signal receiver.

Unable to target public float property on custom Mono Behaviour

Hi Keijiro

I'm using this package (1.0.4) with Unity 2020.3.15f2.

Everything works as expected when using a control element to target a property on a built-in component such as a Transform, Camera or Light.

When I select a custom script (MonoBehaviour) as the target, there is no 'Property' drop-down available for me to select the desired target property in my script. I am using public (float) properties, not just public variables as advised in your documentation.

Is controlling public properties on custom scripts an intended feature and if so, do you have any advice as to why I am unable to access them via the inspector?

Many thanks for all your work as always!

Rob

InvalidCastException with Midi Signal Receiver

When using the Midi Signal Receiver, I have this error message :
InvalidCastException: Specified cast is not valid.
Klak.Timeline.Midi.MidiSignalReceiver.OnNotify (UnityEngine.Playables.Playable origin, UnityEngine.Playables.INotification notification, System.Object context) (at Library/PackageCache/[email protected]/Runtime/MidiSignalReceiver.cs:22)

I am doing something wrong ? (The package has been imported using the method explained in the readme. Other functionality seem to work correctly)
With Unity 2019.4.10f1

Activate or trigger Game object with midi file and Midi signal reciever

So I dragged all the package inside the asset folder in the project and now I can play the TEST project. Is that what It was supposed to be done?

Is it possible to activate and deactivate a gameObject with the Midi Signal Reciever?
Where to put the midi file to read? I created a game object, dragged it into this script and choose "GameObject.SetActive" on the menu but nothing happen

Thanks for your help

Using multiple MIDI files slows editor down - any best practices?

hi there - we're in a project that requires using a lot of MIDI files on the timeline, and we are encountering severe slowdowns in the Editor as tracks are configured. at the moment the way we are running the MIDI tracks is that each track is one track on a MIDI file. we have 12 tracks, so 12 MIDI files for each section, and i noticed that by the time i got to 6 MIDI tracks the Editor becomes very sluggish.

i believe there seems to be some kind of performance issue, and it may be related to using multiple MIDI files and/or multiple MIDI tracks. this is in Unity 2021.3.11 LTS. to reproduce the error/slowdown you should add multiple MIDI files with each one being at least 4 minutes duration, and use a single track from each one. after you drag over 1 track from each MIDI file the editor will start to respond slower and slower as it processes the files. i found that after four tracks were placed it began to respond slower.

so, first question - if we only used a single MIDI file with multiple tracks, and dragged over the tracks, would that be better? we'll likely test that soon, but if not, we need a way to fix these slowdowns if they are based on the track objects converted into Timeline clips.

any assistance appreciated!

animating property

I am trying to have the Midi Animation Track animate a custom property. I create a property ExampleProperty (with a single integer value to get and set) in a script, then another script MidiCtrl with a public ExampleProperty myval. I add the MidiCtrl script to my object. The Midi Animation Track does not show the integer to as input. How do I expose the property values to the track?

image

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