Also, once we iron that out, @rorywalsh I’d be up for helping you make a generic interface object for Unreal so noone has to go through what we’ve gone through if thats on the cards!
Csound wrapper/plugin for Unreal Engine
Here is an updated C++ class that lets users send score events and set channels. Similar to what Hector advised.
CsoundTest.zip (1.7 KB)
And the obligatory BP screen…
In this example the score event is sent each time a projectile is fired.
So I’m trying to set this up on mac with @ryanjeffares , and SPOUT and spin are always null, even when the csd compiles correctly, same setup as on my windows build, any ideas?
EDIT: CompileCsd()…
With the same .csd we were using?
Yeah, I was calling CompileCsd() instead of Compile() hahaha
I was wondering about that!
What’s the difference with that, does that automatically start a CsoundPerformanceThread or something along those lines?
Does it not take a string? I’m not sure, I never used it…
Here is my whole plugin implementation. Warning: It’s messy, has lots of commented out code and it’s not intended for distribution, but it works (Windows and Android). I have a newer version that outputs multichannel audio through separate source actors but this one is simpler.
Thanks for this Hector. Much appreciated.