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Question by jackerlo · Oct 31, 2018 at 07:43 AM · audiowebgl

getaudio rms and db value in WebGL

so I just found out webgl doesn't support getoutputdata function, can someone help me get db / rms value somehow which can be supported by webgl.

I was referencing this earlier: https://answers.unity.com/questions/165729/editing-height-relative-to-audio-levels.html?childToView=165737#answer-165737

 using UnityEngine;
  
  public class Beat : MonoBehaviour
  {
      public float RmsValue;
      public float DbValue;
      public float PitchValue;
      public float volume = 2;
      public float currentRatio = 2;
      public float transRange;
     
 
      
      private const int QSamples = 1024;
      private const float RefValue = 0.1f;
      private const float Threshold = 0.02f;
      
  
      
      float[] _samples;
      private float[] _spectrum;
      private float _fSample;
  
      void Start()
      {
          _samples = new float[QSamples];
          _spectrum = new float[QSamples];
          _fSample = AudioSettings.outputSampleRate;
          
          
          
      
     
      }
  
      void Update()
      {
          AnalyzeSound();
          
          Vector3 temp =  transform.localScale;
          float one = currentRatio*(volume * RmsValue) + 1f; 
          
          
          
           temp.x =  one;
           temp.y =  one;
           temp.z =  one;
          
          
          transform.localScale = temp;
          
      }
  
      void AnalyzeSound()
      {
          GetComponent<AudioSource>().GetOutputData(_samples, 0); // fill array with samples
          int i;
          float sum = 0;
          for (i = 0; i < QSamples; i++)
          {
              sum += _samples[i] * _samples[i]; // sum squared samples
          }
          RmsValue = Mathf.Sqrt(sum / QSamples); // rms = square root of average
          DbValue = 20 * Mathf.Log10(RmsValue / RefValue); // calculate dB
          if (DbValue < -160) DbValue = -160; // clamp it to -160dB min
                                              // get sound spectrum
          GetComponent<AudioSource>().GetSpectrumData(_spectrum, 0, FFTWindow.BlackmanHarris);
          float maxV = 0;
          var maxN = 0;
          for (i = 0; i < QSamples; i++)
          { // find max 
              if (!(_spectrum[i] > maxV) || !(_spectrum[i] > Threshold))
                  continue;
  
              maxV = _spectrum[i];
              maxN = i; // maxN is the index of max
          }
          float freqN = maxN; // pass the index to a float variable
          if (maxN > 0 && maxN < QSamples - 1)
          { // interpolate index using neighbours
              var dL = _spectrum[maxN - 1] / _spectrum[maxN];
              var dR = _spectrum[maxN + 1] / _spectrum[maxN];
              freqN += 0.5f * (dR * dR - dL * dL);
          }
          PitchValue = freqN * (_fSample / 2) / QSamples; // convert index to frequency
      }
      
      
  }
  
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