Procedural audio for Unity, generated using Pure Data
Based on libpd https://github.com/libpd/libpd which is an embeddable version of pure-data https://github.com/pure-data/pure-data which is a tiny audio synthesis library
This project builds Unity Native Audio http://docs.unity3d.com/Manual/AudioMixerNativeAudioPlugin.html plugin versions of libpd, and provides the bindings for some common functions.
This is distributed with pre-built release binaries inside UnityPd/Platform
,
but if you want to build yourself, follow these steps to replace them
Open XCode project in src/Xcode
iOS Switch target to AudioPlugin_UnityPd_iOS, Destination to Generic iOS device
For OSX Switch target to AudioPluginDemo, Destination as default
Build to archive to make release version of plugin. If you do this, remember to get the plugin out of the archive,
since it won't be copied to UnityPd/iOS
like normal
Get the JDK! http://developer.android.com/intl/es/tools/sdk/ndk/index.html
cd src/Android
ndk-build
(or ndk-build DEBUG=true
for a debug enabled .so)
Android also neeeds an additional jar to help Pd with its crazy file system Get Ant if you don't have it already!
cd src/UnityPdAndroidHelper
ant jar
Sorry, I couldn't get libpd working on Windows with my limited Windows knowledge. But there currently is a dummy plugin + bindings so that developers can work on windows (just with no Pd)
Copy the UnityPd
folder into your project's Plugins
folder. Unity should be smart
enough to set up all the plugins for each platform, but check that each Plugin is only enabled on the
appropriate platform if you have issues.
Add an Audio Mixer Group to your project if you haven't already, and then a UnityPD
effect to a mixer.
If you want to purely generate sound with Pd, make sure to turn Auto Mixer Suspend
on the Mixer Group to
make sure Pd keeps receiving process calls even when no sounds are being generated.
Unity on iOS needs to load the plugin when the app starts up. To do this you need to edit the UnityAppController.mm
file:
#import "AudioPluginInterface.h;
(this header is included with the iOS plugin filespreStartUnity
method and add the line UnityRegisterAudioPlugin(&UnityGetAudioEffectDefinitions);
Alternatively, you can override AppController, see the example project Assets/Plugins/iOS/UnityPdAppController
for an example
UnityPD functions are all defined in UnityPd.cs
. Currently only simple bindings are included:
Init()
Call before any other UnityPD functions. This enables Pd's audio processing, and adds the default patch
folder (StreamingAssets/pd
) to Pd's search path. On android it also copies the patches to a folder outside
the apk so that Pd can find dependencies
Deinit() Closes the UnityPd session
OpenPatch( string patchName ) Tells Pd to open an instance of the patch of the given name from inside the StreamingAssets/Pd folder. Returns the $0(id) of the opened patch
ClosePatch( int patchHandle ) Closes the patch with the given $0 handle
(remember receivers are global across all open patches)
SendFloat( string receiver, float message ) Send a float to the given receiver
SendBang( string receiver ) Send a bang to the given receiver
SendSymbol( string receiver, string symbol ) Send a symbol(pd speak for string) to the given receiver