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Message loss on low frame rate #21
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Hi Again... |
Did you close Unity Editor before running the build? Unity Editor should be closed before running the standalone build because MIDI devices are exclusively retained by a single application on some systems. |
Hi, |
Thanks for confirming. Although I've never experienced such a situation, it could happen when the frame rate is quite low. You can use delegates to avoid this kind of message-loss issue. See the example for further details. |
Yes, I've beeing re-testing it right now, and it occurs again. |
Hi Keijiro, |
The original problem hasn't been solved yet. Please keep this ticket opened. |
Hi Keijiro, Is there a technique to reliably receive MIDI signals with GetKeyDown Function? |
For me the GetKeyDown function also misses a lot of notes and i am a total beginner in C# idk how to use delegate =,o its all too complicated =p |
I'm also finding that down notes are occasionally skipped. Seems they aren't registered during DequeueIncomingData. Could you share how this data stream works? Might higher frame rates help? |
Hi Keijiro!
I'm launching several particle systems and objects in unity, and have programmed disable/enable toggles with midi notes.
In the Editor it runs almost right, but it forgives some notes ... but in build, there's no notes arround entering my scene.
in Editor I can see notes in your midiJack Window, but when they call some debug.log ... it appears only in some of the hits of my midi touch-osc controller.
So, There's some strategy to give more 'presence' to our notes? or rate?... I see the application too busy in launching particles than listening to midinotes...
Well, thanks for help!
Albert.
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