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This question was closed Dec 20, 2015 at 10:20 PM by KnightRiderGuy for the following reason:

The question is answered, right answer was accepted

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Question by KnightRiderGuy · Dec 19, 2015 at 12:50 PM · c#audiocanvasui imagewave

Change On GUI Texture to a UI Texture Help

I have this Audio Waveform visualizer script that uses the old On GUI texture which is next to impossible to get to line up properly with the new UI system and a multiple UI canvases & cameras kind of set up in a single scene, Can anyone tell me how I can modify this script to make it use the UI image instead which is much easier to position in my canvas layouts?

Anyone??

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 //[RequireComponent(typeof(AudioSource))]
 [RequireComponent(typeof(GUITexture))]
 public class AudioWaveFormVisualizer : MonoBehaviour
 {
     
     public AudioSource MusicPlayer;
     public int width = 500; // texture width 
     public int height = 100; // texture height 
     public Color backgroundColor = Color.black; 
     public Color waveformColor = Color.green; 
     public int size = 2048; // size of sound segment displayed in texture
     
     private Color[] blank; // blank image array 
     private Texture2D texture;
     private float[] samples; // audio samples array
     
     IEnumerator Start ()
     { 
         
         // create the samples array 
         samples = new float[size]; 
         
         // create the texture and assign to the guiTexture: 
         texture = new Texture2D (width, height);
         
         GetComponent<GUITexture>().texture = texture; 
         
         // create a 'blank screen' image 
         blank = new Color[width * height]; 
         
         for (int i = 0; i < blank.Length; i++) { 
             blank [i] = backgroundColor; 
         } 
         
         // refresh the display each 100mS 
         while (true) {
             GetCurWave (); 
             yield return new WaitForSeconds (0.1f); 
         } 
     }
     
     void GetCurWave ()
     { 
         // clear the texture 
         texture.SetPixels (blank, 0);
 
         
         // get samples from channel 0 (left) 
         MusicPlayer.GetOutputData (samples, 0); 
         
         // draw the waveform 
         for (int i = 0; i < size; i++) { 
             texture.SetPixel ((int)(width * i / size), (int)(height * (samples [i] + 1f) / 2f), waveformColor);
 
         } // upload to the graphics card 
         
         texture.Apply ();
     } 
 }



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Answer by KnightRiderGuy · Dec 20, 2015 at 10:14 PM

This fixed it.

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class AudioWaveFormVisualizer : MonoBehaviour
 {
     public AudioSource MusicPlayer;
     public int width = 305; // texture width 
     public int height = 234; // texture height 
     public Color backgroundColor = Color.black; 
     public Color waveformColor = Color.green; 
     public int size = 2048; // size of sound segment displayed in texture
 
     private Color[] blank; // blank image array 
     private Texture2D rawimage;
     public RawImage Texture2D;
     private float[] samples; // audio samples array
 
     IEnumerator Start ()
     { 
         // create the samples array 
         samples = new float[size]; 
         // create the texture and assign to the guiTexture: 
         rawimage = new Texture2D (width, height);
         GetComponent<RawImage>().texture = rawimage; 
         // create a 'blank screen' image 
         blank = new Color[width * height]; 
         for (int i = 0; i < blank.Length; i++) { 
             blank [i] = backgroundColor; 
         } 
         // refresh the display each 100mS 
         while (true) {
             GetCurWave (); 
             yield return new WaitForSeconds (0.1f); 
         } 
     }
 
     void GetCurWave ()
     { 
         // clear the texture 
         rawimage.SetPixels (blank, 0);
         // get samples from channel 0 (left) 
         MusicPlayer.GetOutputData (samples, 0); 
         // draw the waveform 
         for (int i = 0; i < size; i++) { 
             rawimage.SetPixel ((int)(width * i / size), (int)(height * (samples [i] + 1f) / 2f), waveformColor);
         } // upload to the graphics card 
         rawimage.Apply ();
     } 
 }
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avatar image FlavioVolpeJr · Jul 06, 2020 at 02:22 AM 0
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Good night friend, I'm having the same problem that you had with your script in a very similar, at least the situation is similar. I've tried to update everything that is my script and I couldn't. Could you help me, please? Thank you very much.

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