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@andykorth
Created April 30, 2014 18:48
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Live drawing of FFT data in Unity3D
public AudioSource audioSauce;
public string CurrentAudioInput = "none";
int deviceNum = 0;
void Start()
{
string[] inputDevices = new string[Microphone.devices.Length];
deviceNum = 0;
for (int i = 0; i < Microphone.devices.Length; i++) {
inputDevices [i] = Microphone.devices [i].ToString ();
Debug.Log("Device: " + inputDevices [i]);
}
CurrentAudioInput = Microphone.devices[deviceNum].ToString();
StartMic ();
}
public const float freq = 24000f;
public void StartMic(){
audioSauce.clip = Microphone.Start(CurrentAudioInput, true, 5, (int) freq);
}
public void OnGUI(){
GUI.Label (new Rect (10, 10, 400, 400), CurrentAudioInput);
}
const int WINDOW_SIZE = 1<<13;
public float[] spectrum = new float[WINDOW_SIZE];
void Update() {
if (Input.GetKeyDown(KeyCode.Equals))
{
Microphone.End (CurrentAudioInput);
deviceNum+= 1;
if (deviceNum > Microphone.devices.Length - 1)
deviceNum = 0;
CurrentAudioInput = Microphone.devices[deviceNum].ToString();
StartMic ();
}
if (Input.GetKeyDown (KeyCode.A)) {
audioSauce.Play ();
}
float delay = 0.030f;
int microphoneSamples = Microphone.GetPosition (CurrentAudioInput);
// Debug.Log ("Current samples: " + microphoneSamples);
if (microphoneSamples / freq > delay) {
if (!audioSauce.isPlaying) {
Debug.Log ("Starting thing");
audioSauce.timeSamples = (int) (microphoneSamples - (delay * freq));
audioSauce.Play ();
}
}
audioSauce.GetSpectrumData(spectrum, 0, FFTWindow.Hanning);
int i = 1;
while (i < WINDOW_SIZE) {
Debug.DrawLine( new Vector3(i - 1, 50000f * spectrum[i - 1] + 10, 0),
new Vector3(i, 50000f * spectrum[i] + 10, 0),
Color.red);
Debug.DrawLine( new Vector3(i - 1, Mathf.Log(spectrum[i - 1]) + 10, 2),
new Vector3(i, Mathf.Log(spectrum[i]) + 10, 2),
Color.cyan);
Debug.DrawLine( new Vector3(Mathf.Log(i - 1), spectrum[i - 1] - 10, 1),
new Vector3(Mathf.Log(i), spectrum[i] - 10, 1),
Color.green);
Debug.DrawLine( new Vector3(Mathf.Log(i - 1), Mathf.Log(spectrum[i - 1]), 3),
new Vector3(Mathf.Log(i), Mathf.Log(spectrum[i]), 3),
Color.yellow);
i++;
}
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