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Question by Stitchey_ · Nov 09, 2015 at 08:19 PM · c#soundmusic

How do I Synchronize GameObjects to move to the beat of music?

Hello! I have recently tried to make a game in which certain objects move in tact to the beat, But I can't get the beat to work properly. I have searched everywhere for a simple solution to this, and I believe it has something to do with that the music isn't dependant of the frame rate. Here's a Youtube video showing off my problem ( Youtube Video), And Here's the code:

     void Update()
     {

         Rhythm ();
         
     }
 
     public void Rhythm() {
 
         if (beatTime <= 0) {
 
             if (!GameManager.variables.isPlaying) {
                 GameManager.variables.isPlaying = true;
                 GameManager.MusicStart ();
             }
             
             beatTime = 60f /  GameManager.variables.currentMusicKit.tracks [GameManager.variables.difficulty].bpm;
             onBeat = true;
         }
 
         else if (beatTime > 0) {
 
             beatTime -= Time.deltaTime;
 
         } 
 
     } 

Thanks for any answers! As I said, I haven't found anywhere describing a solution for this clearly enough for me. I really don't know a lot when it comes to music.

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avatar image rrabassa · Feb 01, 2017 at 02:22 PM 0
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Have you solved this one? I'm trying to do the same thing.

Thanks, rich

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Answer by NorthStar79 · Feb 01, 2017 at 03:15 PM

 public GameObject gm;
 public AudioSource _audio;
 
 void Update()
 {
 float f = AnalizeSound();
 
 gm.Transform.Position.y = f;
 }
 
 float AnalizeSound()
     {
         float a =0;
 
         _audio.GetOutputData(Sample,0);
         foreach(float s in Sample)
         {
             a = Mathf.Abs(s);
         }
 
         return a;
     }
 
 

something like this. i did write this code in browser and didn't tested, so there will be some typos , just take a look this for an inspiration :)

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