Private const int LOAD_MEDIA_TIMEOUT = 5 // seconds Using System using System.Diagnostics using System.IO using using UnityEngine using UnityEngine.Networking using UnityEditor using This is an excerpt of my code with the parts I think are most relevant: I do not receive any errors or exceptions except those that I've already described, not even from LMMS. The data is properly cloned I checked, the arrays are equal. while still in OnImportAsset) with `AudioSource.PlayAtPoint` works as expected. Drum parts are entered just by specifying when a drum sound shall be triggered. Most tracks are composed in the beat and bassline editor. Instruments, samples and synthesizer sounds are shown in different tracks. Playing the AudioClip inside the importer script immediately after it's loaded (i.e. The song editor is the heart of the program, where you arrange the various parts of your composition along the time axis. The sound is properly rendered by LMMS and saved to the filesystem. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) When I try to play the preview in the editor, I get this error in the editor console:Įrror: Cannot create FMOD::Sound instance for resource, (Error loading file. But when I open up the imported AudioClip, it has no samples. In fact, even step 7 appears to work as expected. Save the imported asset, then delete the original audio file generated by (3).Įverything up to but not including step 7 works as expected. Set the cloned AudioClip to be the LMMS project asset's main object, as described here. It is simple to use and it includes the Piano-Roll for the editing of samples. in an editor script, not as an imported asset) with `UnityWebRequestMultimedia.GetAudioClip` It has a Beat + Bassline-Editor to create rhythms and sounds. Spawn an LMMS process that renders the imported project file to the path given by (2), with the arguments given by (1). Get a temporary path inside the project's Temp directory (not the OS's equivalent) After the asset settings are configured, the import process looks like this:Ĭreate command-line arguments based on the properties offered by LmmsImporter I don't parse the project file instead, I expect users to install LMMS, configure its location, then store their project files inside their Assets directory. I'm working on a custom ScriptedImporter - let's call it LmmsImporter - that loads project files from the LMMS sequencer as AudioClips.
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