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Question by sk0071 · Jul 14, 2017 at 06:49 AM · c#audiovisualizationgetspectrumdata

Trying to make an audio visualizer, not sure how to distinguish frequencies with GetSpectrumData

If I'm understanding correctly, spectrum data is generally returned on a logarithmic scale. This is fine but I'm unable to figure out how to make sense of it because I don't know how this logarithmic scale works or how it relates to all the elements of the array. As for what I'm doing: I instantiate 1024 small blocks (sprites) then I space them apart and scale them appropriately so I can see them all. I then use get spectrum data to assign a value to each element in an array of 1024 float values. I match them 1:1 every frame. meaning all the values in my spectrum array are assigned linearly as the y scale of each of my blocks (arranged in a line). The problem with this is that it doesn't account for the fact that the spectrum data is meant to be read on a logarithmic scale so I end up not visualizing the audio in any meaningful way. Here is my code:


 int numBlocks = 1024;
 public float intrvl;
 public float scale;
 GameObject block;
 GameObject[] blocks;
 public float Boost;
 void Start() {
     blocks = new GameObject[numBlocks];
     CreateBlocks ();
     assignBlocks ();
     //StartCoroutine (Visualize ());
 }
 void CreateBlocks() {
     block = transform.GetChild (0).gameObject;
     block.transform.position = new Vector3 (intrvl, block.transform.position.y, block.transform.position.z);
     block.transform.localScale = new Vector3 (scale, 0, 0);
     for (int i = 1; i < numBlocks; i++) {
         GameObject newBlock = Instantiate (block, block.transform.position, Quaternion.Euler (0, 0, 0), transform);
         newBlock.transform.Translate (new Vector3 (intrvl * i,0));
     }
 }
 void assignBlocks() {
     for (int i = 0; i < numBlocks; i++) {
         blocks [i] = transform.GetChild (i).gameObject;
     }
 }
 void Update() {
     float[] spectrum = new float[numBlocks];
     AudioListener.GetSpectrumData (spectrum, 0, FFTWindow.BlackmanHarris);
     for (int i = 1; i < numBlocks - 1; i++) {
         blocks [i].transform.localScale = new Vector3 (blocks [i].transform.localScale.x, spectrum [i]*Boost,blocks [i].transform.localScale.z);
     }
 }





intrvl is the distance between blocks and scale is the x size of blocks. Boost just increases the amplitude.

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