Skip to content

Audio reactive prefabs for VRChat

License

Unknown, Unknown licenses found

Licenses found

Unknown
LICENSE
Unknown
LICENSE.meta
Notifications You must be signed in to change notification settings

cnlohr/vrc-udon-audio-link

 
 

Repository files navigation

Discord - AudioLink Discord AudioLink - VRChat World Website - AudioLink Website

Udon AudioLink

A repository of audio reactive prefabs for VRChat, written in UdonSharp

AudioLink is a system that analyzes and processes in-world audio into many different highly reactive data streams and exposes the data to VRChat Udon, world shaders, and avatar shaders.

The per-frequency audio amplitude data is first read briefly into Udon using Unity's GetOutputData. It is then sent to the GPU for signal processing and buffered into a CustomRenderTexture. Then, the CustomRenderTexture is broadcast globally (called _AudioTexture) which can be picked up by shaders both in-world and across all avatars.

0.3.2 - March 12th, 2023

New features

  • Added integration with ytdlp for easy testing of AudioLink shaders in avatar projects. The AudioLinkAvatar prefab now has an UI that lets you paste in a YouTube link, the audio of which will be used to drive AudioLink. (Thanks, rRazgriz)
  • A global shader keyword, "AUDIOLINK_IMPORTED" will now be set automatically when AudioLink is imported.
  • Added a button for quickly adding AudioLink prefabs to the current scene. Available under "AudioLink -> Add AudioLink Prefab to Scene".
  • Added the ability to get network time from the AudioLinkTime node
  • Added methods to enable/disable the AL texture through the AL behaviour and also made it do that when you enable/disable the GO itself

Changes

  • Add FAQ.md containing frequently asked questions and answers.
  • Add issue templates. Submit issues with them here.

Bugfixes

  • Ask User to save current scenes before opening the example scene
  • Fix some broken amplify nodes

Updating projects from version 2.8 or lower? (...first time setup? please see next section)

  1. Before upgrading your project, MAKE A BACKUP! The latest version of AudioLink changes many things - better safe than sorry.
  2. Take note of which AudioSource you are using to feed AudioLink, this reference may be lost during upgrade.
  3. If you haven't ever used VRChat Creator Companion (VCC) with your project, follow the steps below. Otherwise, skip to step 4:
    • Download and install the VRChat Creator Companion, open it up.
    • Use the "Add" option in the "Projects" tab and follow the steps shown to add your project to the VCC.
    • Open the Projects tab, select your project, press the "Migrate" button and follow the steps shown.
  4. Open the Projects tab and select your project.
  5. On the right side, find the AudioLink package and add it. If it doesn't show up, make sure you have the "Curated" toggle enabled in the top-right drop-down.
  6. In a file browser, without Unity open, navigate to your projects Assets folder and delete the "AudioLink" folder and "AudioLink.meta" file.
  7. Open the Project in Unity.
  8. You may be prompted by the AudioLink shader upgrader to upgrade old shaders. You should do so if your project uses any custom AudioLink-enabled shaders.
  9. If you were using assets from the AudioLink example scene, you'll have to import it, as it isn't imported by default. To do so, use the "AudioLink -> Open AudioLink Example Scene" in top menu of the editor.
  10. If you were using AudioReactiveObject or AudioReactiveLight components, you may need to manually re-enable the "Audio Data" under AudioLink "experimental" settings. This feature is now considered experimental until VRChat maybe gives us native asynchronous readback.
  11. In scene(s) containing old versions of AudioLink:
  • Delete both AudioLink and AudioLinkController prefabs from the scene.
  • Re-add AudioLink and AudioLinkController to the scene by dragging the prefabs from the Packages/com.llealloo.audiolink/Runtime folder.
  • Click the "Link all sound reactive objects to this AudioLink" button on AudioLink inspector panel.
  • Drag the AudioSource you were using previously into the AudioLink audio source parameter.
    • NOTE: If you previously used AudioLinkInput, you are welcome to continue doing so, however now in 2.5+ AudioLink is much smarter about inputs. Try dragging it straight into the AudioLink / audio source parameter!

Upgrading avatar projects

  1. In a file browser, delete the "Assets/AudioLink" folder and the "AudioLink.meta" file.
  2. Follow the "First time setup" steps for avatar projects described below.

First time setup

Looking to test out an avatar? See the "For Avatar Testing" section. Otherwise, see the "For Worlds" section below. After installation, check the "Getting Started" section for some tips.

For Worlds

  1. Download and install the VRChat Creator Companion (VCC), open it up.
  2. Add your project to the VCC:
    • If you want to create a new project, use the "New" option in the "Projects" tab and follow the steps there.
    • If you want to use an existing project, use the "Add" option in the "Projects" tab and follow the steps there.
  3. Open the Projects tab and select your project. If you have never used the VCC with the project, use the "Migrate" button to upgrade it.
  4. On the right side, find the AudioLink package and add it. If it doesn't show up, make sure you have the "Curated" toggle enabled in the top-right drop-down.
  5. At this point, the installation is done. To open your project, you can use the "Open Project" button in the VCC. If you want to view the example scene, use the "AudioLink -> Open AudioLink Example Scene" button in the top menu of the editor.

For Avatar Testing

  1. Download and install the VRChat Creator Companion (VCC), open it up.
  2. Add your project to the VCC:
    • If you want to create a new project, use the "New" option in the "Projects" tab and follow the steps there.
    • If you want to use an existing project, use the "Add" option in the "Projects" tab and follow the steps there.
  3. Open the Projects tab and select your project. If you have never used the VCC with the project, use the "Migrate" button to upgrade it.
  4. On the right side, find the AudioLink package and add it. If it doesn't show up, make sure you have the "Curated" toggle enabled in the top-right drop-down.
  5. Open the "Packages/com.llealloo.audiolink/Runtime" folder and drag AudioLinkAvatar into your scene's hierarchy.
  6. Under AudioLinkAvatar/AudioLinkInput, add a music track to the AudioClip in the AudioSource.
    • If you need it louder, duplicate the AudioLinkInput object and increase the volume on that one. Make sure Not to adjust the volume on the main AudioLinkInput object - it needs to stay at 0.01.
  7. Enter playmode to test your avatar.

For non-VRChat uses

  1. Download and Import the latest UnityPackage AudioLink Release at https://github.com/llealloo/vrc-udon-audio-link/releases.
  2. Open the AudioLink folder and drag the AudioLink prefab into your scene's hierarchy. It should work out of the box.

Getting started

After installation, to use AudioLink:

  1. Drag AudioLink prefab into scene. It is in "Packages/com.llealloo.audiolink/Runtime/AudioLink.prefab".
  2. Link audio source by dragging the AudioSource gameobject into AudioLink's audio source parameter.
  3. Drag AudioLinkController prefab into scene and drag AudioLink into the controller's "Audio Link" parameter.
  4. Click the "Link all sound reactive objects..." button to link everything up.

If you want to see an example of a scene with AudioLink set up, press the "AudioLink -> Open AudioLink Example Scene" in the top menu of the editor.

Compatible tools / assets

Thank you

  • phosphenolic for the math wizardry, conceptual programming, debugging, design help and emotional support!!!
  • cnlohr for the help with the new DFT spectrogram and helping to port AudioLink to 100% shader code
  • lox9973 for autocorrelator functionality and the inspirational & tangential math help with signal processing
  • Texelsaur for the AudioLinkMiniPlayer and support!
  • Pema for the help with strengthening the codebase and inspiration!
  • 3 for joining the AudioLink team, helping maintain the codebase, and being instrumental in getting version 0.3.0 out.
  • Merlin for making UdonSharp and offering many many pointers along the way. Thank you Merlin!
  • Orels1 for all of the great help with MaterialPropertyBlocks & shaders and the auto configurator script for easy AV3 local testing
  • Xiexe for the help developing and testing
  • Thryrallo for the help setting up local AV3 testing functionality
  • CyanLaser for making CyanEmu
  • Lyuma for helping in many ways and being super nice!
  • ACIIL for the named texture check in AudioLink.cginc
  • fuopy for being awesome and reflecting great vibes back into this project
  • Colonel Cthulu for incepting the idea to make the audio data visible to avatars
  • jackiepi for math wizardry, emotional support and inspiration
  • Barry and OM3 for stoking my fire!
  • Lamp for the awesome example music and inspiration. Follow them!! https://soundcloud.com/lampdx
  • Shelter, Loner, Rizumu, and all of the other dance communities in VRChat for making this
  • rrazgriz for coming up with and implementing yt-dlp support for editor testing

About

Audio reactive prefabs for VRChat

Resources

License

Unknown, Unknown licenses found

Licenses found

Unknown
LICENSE
Unknown
LICENSE.meta

Stars

Watchers

Forks

Packages

No packages published

Languages

  • ShaderLab 32.6%
  • C# 23.3%
  • GLSL 22.3%
  • HLSL 21.1%
  • C 0.6%
  • HTML 0.1%