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Question by Exalia · Oct 30, 2013 at 10:11 PM · audioaudiosourcesample

Music Visualiser Troubles

It's quite difficult to describe what is the issue here so here is the code, insert any audiofile you have into the scene and drag it into the script via the inspector, add as many cubes as you like, tag them as "Cube" (make cube tag as "Cube" and duplicate), drag the camera from the scene into the script and run the scene.

 using UnityEngine;
 using System.Collections;
 
 public class SamplerScript : MonoBehaviour 
 {
     //Public Variables
     public int sampleNum;
     public int channel;
     public AudioSource audioSource;
     public Camera mainCamera;
     //Private Variables
     private float[] arrVolume;
     private float[] arrFrequency;
     private float sumVolume;
     private float sumFrequency;
     private float avgVolume;
     private float avgFrequency;
     //Temp Variables
     bool dataCollected = false;
     bool dataShown = false;
     private float qtrFreq;
     private float maxFreq;
     private float minFreq;
     public int cubeCount;
     private int count = 0;
     public GameObject[] cubes;
     private float divSamples;
     private int loopCount = 0;
 
     // Use this for initialization
     void Start () 
     {
         //Set Up Arrays
         arrVolume = new float[sampleNum];
         arrFrequency = new float[sampleNum];
         cubes = (GameObject[])GameObject.FindGameObjectsWithTag("Cube");
         cubeCount = cubes.Length;
         mainCamera.transform.position = new Vector3(cubes.Length / 2, 0, -cubes.Length / 2.5f);
         print("Cubes Positions");
         orderCubes();
     }
 
     void orderCubes()
     {
         loopCount = 0;
         foreach (GameObject cube in cubes)
         {
             cube.transform.position = new Vector3(loopCount, 0, 0);
             loopCount++;
         }
     }
     
     // Update is called once per frame
     void Update () 
     {
         count = 0;
         sumFrequency = 0;
         sumVolume = 0;
         maxFreq = 0;
         minFreq = 10;
         //Get Volume Data
         audioSource.GetOutputData(arrVolume, channel);
         //Get Frequency Data
         audioSource.GetSpectrumData(arrFrequency, channel, FFTWindow.BlackmanHarris);
 
         //Itterate through each sample
         for (int i = 0; i < sampleNum; i++)
         {
             //Sum Volume and Frequency
             sumVolume += arrVolume[i];
             sumFrequency += arrFrequency[i];
 
             //Find Max and Min Frequency
             if (maxFreq < arrFrequency[i])
             {
                 maxFreq = arrFrequency[i];
             }
         }
 
         //Average Sum of Volume and Frequency
         avgVolume = sumVolume / sampleNum;
         avgFrequency = sumFrequency / sampleNum;
         //Temp
         qtrFreq = maxFreq / cubeCount;
         divSamples = sampleNum / cubeCount;
 
         print(maxFreq);
 
         for (int i = 0; i < sampleNum; i++)
         {
             for (count = 0; count < cubeCount; count++)
             {
                 if (arrFrequency[i] < qtrFreq * (count + 1) && arrFrequency[i] > qtrFreq * count)
                 {
                     cubes[count].transform.localScale = new Vector3(1, arrVolume[i] * 40, 1);
                     cubes[count].renderer.material.color = new Color(arrFrequency[i] * 256, arrFrequency[i] * 256, arrFrequency[i] * 256);
                 }
             }
             count = 0;
         }
     }
 }
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