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Question by Tyler 2 · Nov 26, 2010 at 10:40 PM · audiodata

AudioSource.GetOutputData example?

Hello. I know that using AudioSource.GetOutputData (http://unity3d.com/support/documentation/ScriptReference/AudioSource.GetOutputData.html) returns a list of values that are dependent on the current audio that is playing. Can someone please give me an example of this? Thanks.

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Answer by duck · Nov 27, 2010 at 09:45 AM

I haven't used this myself, but a very simple way to use this would be to get the average of the values in the sample array, and use this as a rough indication of volume. Eg:

function Update() {

 var samples = audio.GetOutputData(256, 0);
 var average = 0;
 for (var sample in samples) {
     average += sample;
 }
 average /= samples.Length;

 print("Average reading: "+average);

}

Of course you could do more complex analysis of this data such as a Fourier Transform to get information about the frequencies (for a graphic equaliser effect), but that is a rather large subject in itself!

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avatar image Tyler 2 · Nov 28, 2010 at 04:19 AM 0
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I put that code in my scene (with audio playing) and the number that was printed always stayed at 0?

avatar image duck ♦♦ · Nov 28, 2010 at 10:03 AM 0
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Did you actually put it on the object which had the playing AudioSource attached? This function only reads a single audiosource so you have to make sure it's the one which is currently playing.

avatar image Tyler 2 · Nov 29, 2010 at 06:36 AM 0
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Yes. I put it on the object with the audio source that is playing...and nothing.

avatar image Sren Christiansen · Nov 29, 2010 at 09:15 PM 0
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If you want frequency (spectrum) info then use GetSpectrumData() (Then we're doing the Fourier Transformation for you (fast in C++).

avatar image Tyler 2 · Dec 01, 2010 at 03:36 AM 0
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How do I do that?

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