microphone listener
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+72
-48
@@ -1,48 +1,72 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.VFX;
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public class Loader : MonoBehaviour {
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public KeyCode NextButton = KeyCode.Space;
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public KeyCode PrevButton = KeyCode.Return;
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public GameObject[] vis;
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private int _current = 0;
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private int _count;
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void Awake() {
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vis = GameObject.FindGameObjectsWithTag("VFX");
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foreach (GameObject v in vis) {
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v.SetActive(false);
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v.GetComponent<VisualEffect>().enabled = true;
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}
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_count = vis.Length;
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}
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void Start() {
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foreach (GameObject v in vis) {
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Debug.Log(v.ToString());
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}
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Debug.Log($"{_current}, {_count}");
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vis[_current].SetActive(true);
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}
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void Update() {
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if (Input.GetKeyDown(NextButton)) {
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LoadNextVis();
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}
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}
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void LoadNextVis() {
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vis[_current].SetActive(false);
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int next = (_current + 1) % _count;
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_current = next;
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vis[next].SetActive(true);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.VFX;
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using UnityEngine.UI;
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public class Loader : MonoBehaviour {
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public KeyCode NextButton = KeyCode.Space;
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public KeyCode PrevButton = KeyCode.Return;
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public KeyCode MenuButton = KeyCode.Escape;
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public GameObject[] vis;
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public GameObject menu;
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private int _current = 0;
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private int _count;
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private bool _menu_visible = false;
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void Awake() {
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vis = GameObject.FindGameObjectsWithTag("VFX");
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_count = vis.Length;
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foreach (GameObject v in vis) {
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// all visualisations are active
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// but their vfx components are disabled in editor
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v.SetActive(false);
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v.GetComponent<VisualEffect>().enabled = true;
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}
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ToggleMenu(_menu_visible);
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}
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void Start() {
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foreach (GameObject v in vis) {
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Debug.Log(v.ToString());
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}
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foreach (var device in Microphone.devices) {
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Debug.Log("Microphone: " + device);
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}
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vis[_current].SetActive(true);
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}
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void Update() {
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if (Input.GetKeyDown(NextButton)) {
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LoadNextVis();
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}
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if (Input.GetKeyDown(MenuButton)) {
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ToggleMenu(!_menu_visible);
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}
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}
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void LoadNextVis() {
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vis[_current].SetActive(false);
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int next = (_current + 1) % _count;
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_current = next;
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vis[next].SetActive(true);
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}
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void ToggleMenu(bool visible) {
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if (visible) {
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menu.GetComponent<Canvas>().enabled = true;
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} else {
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menu.GetComponent<Canvas>().enabled = false;
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}
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_menu_visible = visible;
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}
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}
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