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Question by Terahertz · Aug 27, 2017 at 09:15 PM · animationgridmusicsnappingkeyframe

How To Sync Animation To Music or Bpm ?

I am trying to make a game where most of the action are based on music. I already can trigger the start of an animation on the beat correctly, but i want to sync what is happening in the animation itself to music, I wonder if there is way to put the key-frames on beats for ex: by using a grid in the animation curve window that is spaced by beats and snaps.

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avatar image $$anonymous$$ · Aug 27, 2017 at 09:32 PM 0
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you could use AudioSource.timeSamples to trigger an animation at set intervals

avatar image Terahertz $$anonymous$$ · Aug 27, 2017 at 09:35 PM 0
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thanks i know this, i want to sync the key frames inside the animation

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Answer by Artorias2718 · Oct 24, 2017 at 08:49 PM

@TeraHertz, Have you looked into getting the Koreographer plugin?:

https://www.assetstore.unity3d.com/en/#!/content/54639

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avatar image Terahertz · Oct 25, 2017 at 06:11 AM 0
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$$anonymous$$oreographer is paid, i wish there was a free alternative, espicially if it can be made natively in unity. From what I read on $$anonymous$$oreographer page, I think it is used to trrigger stuff only, idk if there is a way to sync keyframes to the beat by $$anonymous$$oreographer.

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Answer by lokihornsby · Mar 16, 2021 at 06:33 PM

Although this is pretty vague i found this to be usefull:

 if (animator.speed != SongBPM){
      animator.speed = SongBPM/(60*2);
 }

i'll update this post when i manage to get something better or discover new things - for any future users :)

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