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Unity sound wave using line renderers
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// Creates a wave form based on an audiosource | |
/// Modified version of http://forum.unity3d.com/threads/making-sense-of-spectrum-data.90262 | |
/// Make sure to plug in the _topLine and _bottomLine line renderers | |
public class WaveGenerator : MonoBehaviour | |
{ | |
AudioSource _audioSource; | |
const int SpectrumSize = 8192; | |
readonly float[] _spectrum = new float[SpectrumSize]; | |
public LineRenderer _topLine; | |
public LineRenderer _bottomLine; | |
public void Start() | |
{ | |
_audioSource = GetComponent<AudioSource>(); | |
} | |
public void Update() | |
{ | |
_audioSource.GetSpectrumData(_spectrum, 0, FFTWindow.BlackmanHarris); | |
var bandSize = 1.1f; | |
var crossover = bandSize; | |
var viewSpectrum = new List<float>(); | |
var b = 0f; | |
for (var i = 0; i < SpectrumSize; i++) | |
{ | |
var d = _spectrum[i]; | |
b = Mathf.Max(d, b); // find the max as the peak value in that frequency band. | |
if (i > crossover - 3) | |
{ | |
crossover *= bandSize; // frequency crossover point for each band. | |
viewSpectrum.Add(b); | |
b = 0; | |
} | |
} | |
SetLinePoints(viewSpectrum, _topLine); | |
SetLinePoints(viewSpectrum, _bottomLine, -1); | |
} | |
private void SetLinePoints(List<float> viewSpectrum, LineRenderer lineRenderer, float modifier = 1) | |
{ | |
var pointDistance = 0.1f; | |
var width = pointDistance*viewSpectrum.Count; | |
lineRenderer.SetVertexCount(viewSpectrum.Count); | |
lineRenderer.SetPositions(viewSpectrum.Select((x, i) => new Vector3(-width/2 + i*pointDistance, x*34*modifier)).ToArray()); | |
} | |
} |
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warn in line 51
'LineRenderer.SetVertexCount(int)' is obsolete: 'Use positionCount instead.'
fix issue
https://stackoverflow.com/questions/44442631/im-getting-warning-on-linerenderer-setwidth-that-its-obsolete-how-should-i-fix