/
Visualizer.cs
183 lines (153 loc) · 5.28 KB
/
Visualizer.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Visualizer : MonoBehaviour {
public float Distance;
[SerializeField]
private readonly int sampleSize = 1024;
[SerializeField]
private GameObject visualizerLine;
[SerializeField]
private float spectrumPercentage = 0.5f;
[SerializeField]
private float maxLineScale = 25.0f;
[SerializeField]
private float visualizerStrenght = 20.0f;
[SerializeField]
private float smoothSpeed = 10.0f;
[SerializeField]
private float rmsValue;
[SerializeField]
private float dbValue;
[SerializeField]
private float pitchValue;
private AudioSource source;
private float[] samples;
private float[] spectrum;
private float samplerate;
private Transform[] lineListL;
private Transform[] lineListR;
private float[] lineScale;
[SerializeField]
private int lineAmount = 128;
private void Start()
{
source = GetComponent<AudioSource>();
samples = new float[sampleSize];
spectrum = new float[sampleSize];
samplerate = AudioSettings.outputSampleRate;
SpawnLine();
}
private void SpawnLine()
{
lineScale = new float[lineAmount];
lineListL = new Transform[lineAmount];
lineListR = new Transform[lineAmount];
GameObject masterVisualizer = new GameObject("Visualizer");
GameObject L = new GameObject("Left Visualizer"); L.transform.parent = masterVisualizer.transform;
GameObject R = new GameObject("Right Visualizer"); R.transform.parent = masterVisualizer.transform;
for (int i = 0; i < lineAmount; i++)
{
//GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube) as GameObject;
// instantiate Left bars
GameObject go = Instantiate(visualizerLine);
go.transform.parent = L.transform;
go.name = "VisualizerL" + i;
lineListL[i] = go.transform;
lineListL[i].position = new Vector3(-Distance, 0,(0.4f * i));
// instantiate Right bars
go = Instantiate(visualizerLine);
go.transform.parent = R.transform;
go.name = "VisualizerR" + i;
lineListR[i] = go.transform;
lineListR[i].position = new Vector3(Distance,0,(0.4f * i));
}
}
private void Update()
{
AnalyzeSpectrum();
UpdateVisualiser();
}
// update the scale of all the visualizer lines
private void UpdateVisualiser()
{
int visualIndex = 0;
int spectrumIndex = 0;
int averageSize = (int)((sampleSize * spectrumPercentage) / lineAmount);
while (visualIndex < lineAmount)
{
// get values needed
int j = 0;
float sum = 0;
while (j < averageSize)
{
sum += spectrum[spectrumIndex];
spectrumIndex++;
j++;
}
// determine size
float scaleY;
if (sum / averageSize * visualizerStrenght <= 0)
{
scaleY = 0.0001f;
} else
{
scaleY = sum / averageSize * visualizerStrenght;
}
lineScale[visualIndex] -= Time.deltaTime * smoothSpeed;
if (lineScale[visualIndex] < scaleY)
lineScale[visualIndex] = scaleY;
// if its too big set to max
if (lineScale[visualIndex] > maxLineScale)
lineScale[visualIndex] = maxLineScale;
// final scaling
lineListR[visualIndex].localScale = new Vector3(0.2f, 2 * lineScale[visualIndex], 0.2f);
lineListL[visualIndex].localScale = new Vector3(0.2f, 2 * lineScale[visualIndex], 0.2f);
visualIndex++;
}
}
// Get the audio spectrum from whatever audio the audio emitter is playing
private void AnalyzeSpectrum()
{
source.GetOutputData(samples, 0);
// get rmsValue
float sum = 0;
for (int i = 0; i < sampleSize; i++)
{
sum += samples[i] * samples[i];
}
rmsValue = Mathf.Sqrt(sum / sampleSize);
// get dbValue
dbValue = 20 * Mathf.Log10(rmsValue / 0.1f);
// get sound spectrum
source.GetSpectrumData(spectrum, 0, FFTWindow.BlackmanHarris);
// get pitch
float maxV = 0;
var maxN = 0;
for (int i = 0; i < sampleSize; i++)
{
if (!(spectrum[i] > maxV) || !(spectrum[i] > 0.0f))
continue;
maxV = spectrum[i];
maxN = i;
}
// get frequency
float freqN = maxN;
if (maxN > 0 && maxN < sampleSize -1)
{
var dL = spectrum[maxN - 1] / spectrum[maxN];
var dR = spectrum[maxN + 1] / spectrum[maxN];
freqN += 0.5f * (dR * dR - dL * dL);
}
pitchValue = freqN * (samplerate / 2) / sampleSize;
}
// function to use values in other scripts
public Dictionary<string, float> getAudioData()
{
Dictionary<string, float> dict = new Dictionary<string, float>();
dict.Add("rms", rmsValue);
dict.Add("db", dbValue);
dict.Add("pitch", pitchValue);
return dict;
}
}