Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

When loading a scene that uses MidiMaster.GetKeyDown(), the scene will no longer act appropriately. #56

Open
GeorgeLee2182 opened this issue Jun 10, 2020 · 1 comment
Assignees
Labels

Comments

@GeorgeLee2182
Copy link

GeorgeLee2182 commented Jun 10, 2020

I have a game that includes two scenes. The start menu, and the game that uses MidiJack. When playing the game for the first time everything works fine. If you then leave the game and load it back up none of the GetKeyDown()'s work as expected. I might be able to very rarely get an input if I mash all the keys as fast as I can.
The MidiJack window shows that it is getting the same inputs, and GetKey() seems to work as it should even if the scene has been reloaded. I just can't seem to use GetKey() as a work around because holding it down means the note gets played every frame.

@GeorgeLee2182 GeorgeLee2182 changed the title When loading a scene that uses MidiMaster.GetKeyDown(), the scene will no longer act approp When loading a scene that uses MidiMaster.GetKeyDown(), the scene will no longer act appropriately. Jun 10, 2020
@keijiro keijiro self-assigned this Jun 11, 2020
@keijiro
Copy link
Owner

keijiro commented Jun 11, 2020

Just FYI, I'm no longer actively working on this project. Instead, I'm maintaining a new MIDI plugin for the new input system called Minis.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

2 participants