Hey Csounders,
Just want to thank everyone again for an awesome time at the convention last week. Really was great and inspiring. I’m looking forward to becoming a more active participant in the development of CsoundinUnity!
Anyways, @gio and @rory, I think I brought up briefly an idea for CsoundUnity with you both. I think it’d be a very useful thing to include inherent ways to alter and control CsoundUnity componants using C# scripting. I envision something like an embedded filter system that is callable from any csoundUnity reference.
As an example, a user could script something like: csoundUnity.Lowpass(400, 16); This would add a Lowpass filter at the end of the csd file with a cutoff freq of 400, and a slope of 16 bands. Or, it could look this: csoundUnity.lowpass.cutoff = 400; Where just an initial reference to that variable creates the filter, and adjusts it as well.
I think this would be an excellent way for users to easily add very specific sonic effects and qualities in the same place they are making corresponding interactions. I.E. on collisions, gestures, positions, whatever… This same sort of system can apply to not only just specific parameters of objects, but also to pre-defined effects/events! For example, there could be a method like csoundUnity.Sweep(40, 2000, .5, 4); where a bandpass filter will be generated and centered from 40hz, and moved to 2000hz, with a gain of .5, and the entire movement lasting 4 seconds. Just an example. Maybe there is an empty .csd file that the user .csd is being ran through where these kinds of things take place?
Let me know what you think! I’d be excited to chat more about it.