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Audiosurf style audio analysis (unity 3.5)

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I want to be able to analyze music before actually playing it similarly to what the game Audiosurf does. This is necessary in order to build levels and such based on the music data. To my knowledge this makes AudioScource.GetOutputData() and AudioSource.GetSpectrumData() useless as it provides up to 1024 audio samples as the music is playing. Now, it seems as of Unity3.5(correct me if I'm wrong), we have AudioClip.GetData() which gives 44100(or whatever the sample rate is) samples per second; the entire song's sample data. Now to my understanding these samples provided by GetData() coincide with the ones provided by GetOutputData(), as in they are the songs amplitudes. But it seems like GetSpectrumData() does not have a sister function to provide the entire song's samples (which in GetSpectrumData's case appear to be the frequencies?). Won't I need the frequencies for Fast Fourier Transform analysis (which I believe Audiosurf does)? I realize I'm a bit in over my head here but I know I'm not the only one looking for this info in Unity and any information that could be provided here would be most appreciated.

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