Player
Registers a callback to be called when an OSC message is received.
The callback
is called with an array of OscMessage received between the previous frame and the current frame.
If called multiple times, only the last registration is valid.
However, the callback is not called if any of the following conditions are met:
false
/cluster/
(reserved by the system)// Log the received OSC messages
_.oscHandle.onReceive(messages => {
const lines = [];
messages.forEach((message, i) => {
const { address, timestamp, values } = message;
lines.push(`== message [${i + 1}/${messages.length}]`);
lines.push(`address: ${address}`);
lines.push(`timestamp: ${new Date(timestamp).toLocaleString()}`);
values.forEach((value, j) => {
lines.push(`= value [${j + 1}/${values.length}]`);
lines.push(`getInt(): ${value.getInt()}`);
lines.push(`getFloat(): ${value.getFloat()}`);
lines.push(`getAsciiString(): ${value.getAsciiString()}`);
lines.push(`getBlobAsUint8Array(): ${value.getBlobAsUint8Array()}`);
lines.push(`getBlobAsUtf8String(): ${value.getBlobAsUtf8String()}`);
lines.push(`getBool(): ${value.getBool()}`);
});
});
_.log(lines.join("\n"));
});
messages: The array of received OSC messages.
Attempts to send an OSC bundle or an OSC message.
If any of the following conditions are met, a ClusterScriptError will occur and the bundle or message will fail to be sent.
false
/
/cluster/
(reserved by the system)Due to the nature of the OSC system, there is no guarantee that the data you send will reach the destination server.
// Send various OSC bundles and OSC messages
_.oscHandle.send(new OscBundle([new OscMessage("/int", [OscValue.int(1)])]));
_.oscHandle.send(new OscMessage("/float", [OscValue.float(2.3)]));
_.oscHandle.send(new OscMessage("/string", [OscValue.asciiString("456")]));
_.oscHandle.send(new OscMessage("/blob", [OscValue.blob("789")]));
_.oscHandle.send(new OscMessage("/bool", [OscValue.bool(false)]));
The bundle or message to be sent
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The handle to receive or send Open Sound Control (OSC) messages. This handle can be obtained by PlayerScript.oscHandle.
For more information about OSC, please also refer to the OSC section in the documentation.