Audio Visualization - Unity/C# Tutorial [Part 2 - GetSpectrumData in Unity]

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A new tutorial series by Peer Play, made by Peter Olthof.

Learn how to code your own music visualizer using c#.
In these series you will learn how to:
- use Fast Fourier Transform (FFT)
- Visualize music into gameobjects
- Scripting buffers for visualisation
- Applying scripts to models, lights, transforms, camera, and shaders.

If you like these tutorials, please consider a small donation.
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Thank you, I love that your tutorials are so compact and informative. I'll be creating a few visuals for live performance for my friend who's a dj and your tutorials help me a lot!

macieksozanski
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So much thank you!!!!Thank you so much!!!Awesome tutorial.I've learned something real cool.

SammyWellandOff
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Awesome tutorial!! And very easy to follow, thank you so much for your patience to explain!

gustavosalmeron
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you're a legend, man. keep up the good work!

bkirmizi
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You're awesome for sharing such amazing stuff - very exciting to learn this!

chasechandler
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I am very impressed of your tutorial, it has been very clear and too useful, thank you dear friend

Crisisdarkness
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wow awesome ive really found this helping me alot brother thank alot for another great content

GamingGuruFaris
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Great tutorial man !! Keep the nice work up :)

bimboleiro
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When and how did you create the "AudioPeer" object at 4:30?

SamLimmortale
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nice bro ! thanks so much for the tutorials :D

kimthanhnhan
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When you convert the 20, 000 samples into 512, how does it work? Does it do something like assign the value of floor(k*20000/512) to the kth place in the array or does it take an average of the values?

trevorarashiro
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I thought samples were actual representations of amplitude values in time, being 44100 samples 1 second of the audio clip that is currently playing

superpipe
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Hi! This is a very fantastic tutorial, But I'm a very beginner in unity. Please write me, how can I join audio(music) to my audiopeer script and spectrum data? :)

tasika
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First of all thanks for this tutorial. This is really helpfull to get into this topic.

Is there the possibility to use live audio input? How can i choose my audio input device?

MsDomdo
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For some reason I'm getting 140 errors about "Assets\Oculus\AudioManager\Scripts\Audio\SoundEmitter.cs(28, 52): error CS1061: 'AudioSource' does not contain a definition for 'time' and no accessible extension method 'time' accepting a first argument of type 'AudioSource' could be found (are you missing a using directive or an assembly reference?)" many of this kind some referring to time some to volume some to pitch and so on...

dominikkomar
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I am having trouble with unity recognizing the AudioSource type idk if I'm missing something that I need to download or if it will work as coded? I'll try and figure it out but i have a game object with the audio file on it and the script

MasterChief
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I'm Unable to work it out, allthough i walked thru every steps in the video. I was able to instanciate all 512 of the cubes but the cubes aren't able to react to the music at all. Im using a standard 3D Cube and the audiopeer script seems to be work just fine. was there a missing step?

rassoltal
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: Error executing m_dryGroup->getSpectrum (samples, numSamples, channelOffset, windowType) (An invalid parameter was passed to this function. )
UnityEngine.AudioSource:GetSpectrumData(Single[], Int32, FFTWindow)
AudioSpectrum:Update() (at Assets/AudioSpectrum.cs:14)

Help plz!

permafrost
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Am I missing something? After you have the script you can play the audio but you don't explain how I can add audio to unity. Can you still help me with that?

DoomsDayFortress
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the intro jingle is heavy - loud & heavy ;)

lollo