Hello all,
This is wonderful, thank you for contributing to this thread. Glad to see that Unity + PureData is active:

@wing: I also put together a unity+pd integration example; it has a bouncing ball withs sonification done in Pd; works on Android!  https://github.com/cmuartfab/libpd4unity-starter  I will take a look at your work also, thank you for sharing that.

@scott: I also tried Kalimba, but i have massive latency on Android, on the order of 300-500ms.  Did you have this experience?

@scott+@wing: can you give me an example or two of when you may need multiple instances of LibPd in one's unity project? Couldnt you just make a more complex Pd patch that has all the things you want happening in it?

On Mon, Oct 24, 2016 at 5:51 PM, Wing Sang Wong <wilsoncomposer@gmail.com> wrote:
Hi Scott,

The way I handle multiple instances is to open new patches via C# and store the dollar zero variable in a game object.

The PdAudioSource component can be attached to a prefab and you can instantiated the prefab via C#. PdAudioSource also stores the dollar zero variable of the associated patch, so you can directly send messages to a particular instance by calling methods in PdAudioSource. However, all send and receive objects in your patches need to start with a dollar zero (e.g. [send $0-Frequency], [receive $0-isPlaying]).

For audio signals, all patches need to have appropriate [throw~ ] objects (e.g. [throw~ out5] [throw~ out6]) in order to be heard. Audio signals from all instances will go through the [catch~ ] object in pdManager.pd, which is mapped to the Unity audio mixer. Getting audio input from Unity to libpd is a little bit tricky in this case. If someone need audio input from Unity, one might modify the OnAudioFilterRead method in PdStereo.cs.

My project isn't complete and I always welcome for suggestions or comments.

Best,
Wing

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