rabidus-test/Assets/Dreamteck/Splines/Examples/AudioVisualization/SpectrumVisualizer.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections;
namespace Dreamteck.Splines.Examples
{
public class SpectrumVisualizer : MonoBehaviour
{
public int samples = 1024;
[Tooltip("The starting percent of the spectrum. 0 is 20Hz and 1 is 20KHz")]
[Range(0f, 1f)]
public float minSpectrumRange = 0f;
[Tooltip("The ending percent of the spectrum. 0 is 20Hz and 1 is 20KHz")]
[Range(0f, 1f)]
public float maxSpectrumRange = 1f;
public float increaseSpeed = 50f;
public float decreaseSpeed = 10f;
public float maxOffset = 10f;
public AudioSource source;
private SplineComputer computer;
private Vector3[] positions;
public AnimationCurve spectrumMultiply; //lower frequencies have bigger values, this is used to even the values
private float[] spectrumLerp;
// Use this for initialization
void Start()
{
if(source == null) source = GetComponent<AudioSource>();
computer = GetComponent<SplineComputer>();
SplinePoint[] points = computer.GetPoints();
positions = new Vector3[points.Length];
for (int i = 0; i < points.Length; i++)
{
positions[i] = points[i].position;
}
spectrumLerp = new float[points.Length];
}
// Update is called once per frame
void Update()
{
float[] left = new float[samples];
float[] right = new float[samples];
source.GetSpectrumData(left, 0, FFTWindow.Hanning);
source.GetSpectrumData(right, 1, FFTWindow.Hanning);
float[] spectrum = new float[left.Length];
for (int i = 0; i < spectrum.Length; i++)
{
spectrum[i] = (left[i] + right[i])/2f;
}
SplinePoint[] points = computer.GetPoints();
int samplesPerPoint = Mathf.FloorToInt((spectrum.Length / points.Length) * (maxSpectrumRange-minSpectrumRange));
int spectrumIndexStart = Mathf.FloorToInt((spectrum.Length - 1) * minSpectrumRange);
for (int i = 0; i < points.Length; i++)
{
float avg = 0f;
for (int n = 0; n < samplesPerPoint ; n++) avg += spectrum[spectrumIndexStart + samplesPerPoint * i + n];
avg /= samplesPerPoint;
if (avg > spectrumLerp[i]) spectrumLerp[i] = Mathf.Lerp(spectrumLerp[i], avg, Time.deltaTime * increaseSpeed);
else spectrumLerp[i] = Mathf.Lerp(spectrumLerp[i], avg, Time.deltaTime * decreaseSpeed);
float percent = (float)i / (points.Length - 1);
points[i].position = positions[i] + Vector3.up * maxOffset * spectrumLerp[i] * spectrumMultiply.Evaluate(percent);
}
computer.SetPoints(points);
}
}
}