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vr-audio-mixer's Introduction
vr-audio-mixer's People
vr-audio-mixer's Issues
Audio-reactive visuals on orphs
Fix Mouse pulling to always be relative to camera
using mouse to pull orph currently results in unpredictable movement because it doesnt use the camera's transform as a basis for movement
two audio listeners -- performer vs recording-position
We can kill this feature now.
Listener position ~ after talking with you it’d be great to set up 2 listeners: one locked to head position (as it is now) and static one that would be used for mixing and ignore all the head position changes. Toggling between the 2 using a keyboard button would be great!
General physics bugs list
- The Orphs get stuck on the outer walls,
- they sometimes slide along the outer walls
- their motion through space seems to wobble (perhaps due to angular drag issues?)
Color-code Orphs
We can kill this feature. I'm able to create image textures for different Orph classes and that's been working fine for me.
Make throwing physics great again MTPGA
Throwing an Orph seems broken. I would love to have good control over the throwing process. This means that when I’ve grabbed an Orph and release it while moving my hand controller at different velocities unpredictable things seem to happen. What I’d really love is that when I grab an Orph and bring it close to me that I can gently throw it so it slowly drifts away or could throw with some force so it’s travel velocity is much higher.
Make mouse a 1-to-1 mapping to controller
Global Control Panel?
In-app way to control global variables for things like:
- Max orph speed
- other things/????
Orphs can speed through walls
fast orphs go right on thru
maybe related:
#1
Super-Orph support with detach capabilities
The idea is that I can create a single Orph comprised of several Orph/audio-emitters combined together. These super-orphs are identical to normal Orphs but are skinned to look unique. At any moment I can use the laser pointer on a controller to highlight one of these Super-Orphs, press a controller button which splits them up into normal Orphs each with their own audio emitter/stem. They then have unique physics are are no longer tied together from that point forward. An example would be to create a synth stem that has a mono reverb and mono delay. Instead of baking them together into a single stem, it's really 3 mono stems attached to a Super-Orph. When they are combined it really sounds like a single mono file, but once detached you can then hear the synth dry, synth reverb, and synth delay separately which could have some very unique sonic attributes!
Max speed limit on orph
Use thumbstick to control orphs currently on laser
I would love to use the joystick to move a grabbed Orph forward and back along the laser pointer. This would allow me to pull the Orph all the way center or all they to the outside extreme to allow good control over the mixing process. It would also be good to maybe add greater control over the speed that the Orph moves forward and back based on the stick position.
Toggle Orph Position lock with button press
We can kill this feature now that torque is off and I can place them somewhere and they stay.
I would love to be able to lock an Orph spatially. This would be a button press that overrides an Orphs current force/motion/velocity and locks it in a spatial location. Say I target an Orph at any distance with my laser pointer. When I press A or X (depending on which Touch is hold the Orph) it locks it in space. I can always go back and undo it by targeting that Orph and pressing A or X again to release it.
Grabbed Orphs can be placed outside the boundary
When grabbed the Orph parents to the hand-transform and you can place the Orph outside the boundary. This should not happen as they can’t re-enter the volume of their own accord.
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