1.1.0 • Published 3 years ago

jp.goma_recorder.midity.playable v1.1.0

Weekly downloads
2
License
MIT
Repository
github
Last release
3 years ago

Playable Midi for Unity Timeline

Ableton Unity

Playable Midi is a custom timeline/playables package that provides functionality to control object properties based on sequence data contained in a standard MIDI file (.mid file). This allows you to create musically synchronized animation using a DAW (digital audio workstation) that is easy to manage accurately synchronized timings compared to other non-musical timeline editors like Unity's one. Playable Midi is an extension of the MIDI Animation Track.

System requirements

  • Unity 2020.1 or later

Installation

To import the package, please add the following sections to the package manifest file (Packages/manifest.json).

To the scopedRegistries section:

{
  "name": "goma_recorder",
  "url": "https://registry.npmjs.com",
  "scopes": [ "jp.goma_recorder" ]
}

To the dependencies section:

"jp.goma_recorder.midity.playable": "1.1.0"

After changes, the manifest file should look like below:

{
  "scopedRegistries": [
    {
      "name": "goma_recorder",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.goma_recorder" ]
    }
  ],
  "dependencies": {
    "jp.goma_recorder.midity.playable": "1.1.0",
    ...

or

Window -> Package Manager -> +▼ -> Add package from git url

  • https://github.com/goma-recorder/PlayableMidi.git?#upm

Importing .mid files

You can import a .mid file as an asset file. Simply drag and drop it to the project view, or navigate to "Assets" - "Import New Asset...".

An imported asset may contain multiple tracks that are shown as sub-assets under it.

Sub-assets

To create a MIDI animation track, drag and drop one of these clip assets to a timeline.

Drag and drop

Track controls

You can animate object properties from a MIDI animation track using track controls. To create a new track control, select a MIDI animation track (not a clip) in the Timeline editor. Then track control editor will appear in the inspector.

Track controls

A track control only can animate a single property. You can add multiple controls to animate multiple different properties.

At the moment, a track control only supports float, Vector3, Quaternion and Color properties. Please note that it requires a public property to be animated; Just providing a public variable is not enough.

There are three modes in the track control: Note Envelope, Note Curve and CC.

Note Envelope mode

Inspector

Note Envelope is a mode where a property is animated by a classic ADSR style envelope. This mode is useful when you want to make animation react to key-off events.

You can specify which Note/Octave the control reacts to. Please note that key velocity affects the envelope. It's simply multiplied to the envelope output.

Note Curve mode

Inspector

Note Curve is a mode where a property is animated by an animation curve. It starts playing animation on key-on events and keeps playing until it ends (key-off events will be ignored).

You can specify which Note/Octave the control reacts to. Please note that key velocity affects the animation curve. It's simply multiplied to the curve value.

CC mode

Inspector

CC is a mode where a property is animated by CC (control change) events contained in a MIDI track.

You can specify which CC Number the control reacts to.

MIDI signals

A MIDI animation track also supports sending Timeline Signals on key-on/off and some Meta events. To receive MIDI events from a track, you can use the MIDI Signal Receiver component.

Inspector

  1. Add the MIDI Signal Receiver component to a game object that receives MIDI signals.
  2. Specify which Note/Octave the receiver reacts to.
  3. Register methods to Note On/Off Events.
  4. Set the receiver game object as the output destination of the track.

Output destination