I would like to draw my own parameter sliders for a custom audio plugin, but Unity keeps showing its own. How can I prevent Unity from showing these? The docs say you can create custom GUIs, but I see no way of disabling the default GUI?
Return false from your custom gui function.
I should have thought of that!!
Works a treat. I don’t suppose you know how to add the popup ‘expose parameter…’ to each control? I fear this is not so straight forward…
No I have another thread where I asked the same question…
Lol, I saw that! Good luck with your latest Asset. I know your work from the Juce forum. Your Helm synth is great.
Thanks! I’m bringing Helm to Unity :3
Good luck on your Asset too.
That’s great. Are you doing a native GUI in C#/Unity for it, or have you figured out some magic way of displaying GUIs rendered using JUCE in unity?
I’m actually keeping the UIs separate.
You’ll make patches with standalone Helm and bring them into your project.
If you want to edit a patch, you just double click on the patch file and it will launch Helm. Then you can save it after tweaking.
So Helm is the synth patch editor like Photoshop is the image editor and how Maya is the 3D object editor.
This is more or less how I do things with my Csound frontend www.cabbageaudio.com. Users can design their sounds in the standalone editor and then export them to Unity. I wrote a CsoundUnity component that reads the instrument code and generates custom editors. It would be nice to have the same GUI in Unity, but I don’t think it’s worth all that work!
Sorry if going a bit off topic here:
I’ve been following both you guys work in recently - both Cabbage and Helm - great stuff… Presumably, one could have the unity native plugin live monitor (outside of actual C-sound file editing) patch/parameter info directly being modified by the JUCE based audio app/plugin GUI (and just disable the JUCE based app sound in this mode?). Another reason why I thought it might be cool to have a MIDI interface from within Unity to control the native plugin synth parameters - either from within Unity or from outside MIDI sources. Using JUCE purely as an audio plugin host/bridge for VST/AU to Unity’s native audio buffer would also be quite useful - probably it would be better if the developers at Unity just made this a feature of their mixer (loading VSTs/AUs).
It might be nice to have but the problem is you wouldn’t be able to distribute the VSTs/AUs with your games, apart from the few open source plugins you might use.
Yeah MIDI support would be cool. MIDI through Unity would be fine for parameter control, but as for note on/off the time resolution is not fast enough because it’s limited to your fps. I’ve been thinking about using JUCE’s MIDI input directly from native because of this and then sending events back into Unity (at least for note on/off).
It also has to be a permissive open source (non-GPL) plugin. They probably didn’t go with VST because I’d imagine a lot of people would think they could redistribute their plugins in their game and that would be a legal nightmare for Unity.