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@tatmos
tatmos / randomTB303.maxpat
Created August 10, 2019 21:10
MaxMspでTB303風20190811
{
"patcher" : {
"fileversion" : 1,
"appversion" : {
"major" : 8,
"minor" : 0,
"revision" : 8,
"architecture" : "x64",
"modernui" : 1
}
@tatmos
tatmos / Panner.maxpat
Created August 21, 2018 17:37
StudioOneとMaxで4chパンを試してみたが・・・
{
"patcher" : {
"fileversion" : 1,
"appversion" : {
"major" : 7,
"minor" : 3,
"revision" : 5,
"architecture" : "x86",
"modernui" : 1
}
@tatmos
tatmos / PitchDetect.maxpat
Created January 26, 2018 16:47
ピッチ抽出してPitchDetectNoteのOSCを投げるMaxパッチ
{
"patcher" : {
"fileversion" : 1,
"appversion" : {
"major" : 7,
"minor" : 3,
"revision" : 4,
"architecture" : "x86",
"modernui" : 1
}
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 19:13
2014年「壁ドン」のSoundManager。ADX2LEのほとんど再生だけしかしてない。
using UnityEngine;
using System.Collections;
public class SoundManager : MonoBehaviour {
public static SoundManager ssm;//SingletoneSoundManager
CriAtomSource[] seSource; //SE再生用
CriAtomSource[] bgmSource; //BGM再生用
int seSourceMaxNum = 2; //SEの最大発音数
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:58
2014年「 Rinne-」( https://www.youtube.com/watch?v=d5OGkFcZMNc&feature=youtu.be ) のSoundManager。 ADX2LEで音程やスケール、音量制御など。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SoundManager : MonoBehaviour {
/// <summary>
/// デバッグフラグ
/// </summary>
public bool debugFlag = false;
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:41
GGJ2015軽井沢会場での作品「Yuden」( https://www.youtube.com/watch?v=_Uj3EREiBnQ&feature=youtu.be ) のSoundManager。UnityオーディオでSE BGMなど。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SoundManager : MonoBehaviour {
public static SoundManager main = null;
AudioSource audioSourceBGM;
List<AudioSource> audioSourceSE = new List<AudioSource>();
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:34
2016声優ハッカソン「彼氏力お化け屋敷」のSoundManager。ADX2LEで3Dポジションなどオブジェクトにくっつけてる。https://qiita.com/tatmos/items/847ae3b57cebb627cce8
using UnityEngine;
using System.Collections;
public class SoundManager : MonoBehaviour {
CriAtomSource source;
public static SoundManager main = null;
void Awake()
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:22
2016福島ゲームジャム FootSteps ( https://www.youtube.com/watch?v=eYanv0k8pwU )でのSoundManager。ADX2LEでセレクタラベルで音楽切り替え。マルチシーン対応( https://qiita.com/tatmos/items/b0dffe4075aa5af3efd5 )
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class SoundManager : SingletonMonoBehaviourFast<SoundManager>{
CriAtomSource source;
// Use this for initialization
void Start () {
StartCoroutine("PlayBGM");
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:14
ADX2LEの音量でパーティクルシステムをコントロールしているSoundManager。MusicEngine使ってる。
using UnityEngine;
using System.Collections;
public class SoundManager : MonoBehaviour
{
public static CriAtomSource atomSource;
public ParticleSystem heartParticle;
// Use this for initialization
void Start()
@tatmos
tatmos / SoundManager.cs
Created November 2, 2017 18:08
2016GGJの絶対音感乙女サモナー( https://www.youtube.com/watch?v=HHPGS_zO-qs&feature=youtu.be )のSoundManager。ADX2LE、MusicEngine、自前FM音源など制御。カテゴリボリュームとかセレクタラベルの設定もしてる。
using UnityEngine;
using System.Collections;
public class SoundManager : MonoBehaviour
{
public static FmInstrument fmInstrument = null;
public CriAtomSource atomSource;
public CriAtomExPlayer atomPlayer;