currently happily under construction :)

generative sampler/music in C#/Unity

THIS IS WORK IN PROGRESS!!!

todo:
– make c tunes samples low mid hi + plick snd in Ableton!
– make each voice randomly change pitch in chord step
– control main mixer effects > lowpass / reverb / delay?
– reverb room in Unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;

public class audio_controller : MonoBehaviour
{
   
   public AudioSource as_low;
   public AudioSource as_mid; 
   public AudioSource as_hi;

   public AudioSource as_plick;
   public AudioClip plick_ac;  

   public AudioMixer mixer;


    /*
      note = 0;  // C
      note = 1;  // CIS
      note = 2;  // D
      note = 3;  // DIS
      note = 4;  // E
      note = 5;  // F
      note = 6;  // FIS
       note = 7;  // G
       note = 8;  // GIS
        note = 9;  // A
         note = 10;  // AIS
          note = 11; // H
    */



   public int[] halftone_steps = {0,5,7};

   int stepped_pitch = 0;


    [Range(-.5f,.5f)]
   public float low_pitch_off = 0f;
    [Range(-.5f,.5f)]
   public float mid_pitch_off = 0f;
    [Range(-.5f,.5f)]
   public float hi_pitch_off = 0f;

    public float plick_pitch_off = 0f;

    [Range(0,1f)]
   public float pitch_offset = 0f;

     [Range(-7,7)]
    public int main_transpose = 0;  // transpose in semitones


    [Range(100f,11000f)]
   public float main_cutoff = 1000f;
   
    // Start is called before the first frame update
    void Start()
    {
        Invoke("playPlick",1f);
    }

    // Update is called once per frame
    void Update()
    {

        mixer.SetFloat("sum_cutoff",main_cutoff);

        int arr_id = (int)(pitch_offset*(halftone_steps.Length -1)); 

        stepped_pitch = halftone_steps[arr_id];

         as_hi.pitch =  Mathf.Pow(2, (stepped_pitch+main_transpose)/12.0f) + hi_pitch_off;
        as_mid.pitch =  Mathf.Pow(2, (stepped_pitch+main_transpose)/12.0f) + mid_pitch_off;
         as_low.pitch =  Mathf.Pow(2, (stepped_pitch+main_transpose)/12.0f) + low_pitch_off;
     

    }

    void playPlick(){



        //audioSource.PlayOneShot(impact, 0.7F);
    int rhts = (int)Random.Range(0,halftone_steps.Length);


        as_plick.pitch =  Mathf.Pow(2, ( halftone_steps[rhts]+main_transpose)/12.0f) +  plick_pitch_off;

        
        
        as_plick.PlayOneShot(plick_ac,.9f);
         Invoke("playPlick",.33f);


    }
}