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Hector Camilo Alzate Ramirez halzate93

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halzate93 / drum_machine.pde
Created September 10, 2015 03:36
A simple looping drum machine for processing with a synthetizer.
//The MIT License (MIT) - See Licence.txt for details
//Copyright (c) 2013 Mick Grierson, Matthew Yee-King, Marco Gillies
//Modified by Hector Alzate 2015
Maxim maxim;
WavetableSynth waveform;
int playhead;
int[] notes = {
var a = 0;
for (i = 2; i < process.argv.length; i++)
{
var toAdd = parseInt(process.argv[i]);
a += toAdd;
}
console.log (a);
public override void InstallBindings ()
{
Container.Bind<Loader> ().AsSingle ();
Container.Bind<NavigationData> ().FromInstance (data);
BindScreenMediators ();
Container.Bind<ScreenManager> ().AsSingle ();
}
private void BindScreenMediatorWithType (ScreenType type)
{
public class Card
{
public static Card[] BuildDeck ()
{
Suit[] suits = (Suit[])Enum.GetValues (typeof (Suit));
Number[] numbers = (Number[])Enum.GetValues (typeof (Number));
Card[] deck = new Card[suits.Length * numbers.Length];
for (int i=0; i<suits.Length; i++)
for (int j=0; j<numbers.Length; j++)
using System;
using UnityEngine;
namespace UnityRest
{
public static class JsonHelper
{
public static T[] FromJson<T>(string jsonArray)
{
jsonArray = WrapArray (jsonArray);
using UnityEngine;
public class piler : MonoBehaviour
{
[SerializeField]
private GameObject[] dishesPile;
private AudioSource audioSource;
private float volLowRange = .5f;
private float volHighRange = 1.0f;
private int currentDishPosition;