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Question by CptRazer · Jan 16, 2018 at 07:21 PM · c#meshaudiovertices

Generating a 3D Mesh from Audio data

Hi,

I'm creating an audio visualization which will generate a terrain from the audio data that I feed it using the GetSpectrumData. I've tried to do this but all i've managed to do is change the Y position of the mesh. Seen below alt text

What I want is for it to change the vertices in the mesh it self so that it creates a "hill" and "canyon" type of terrain from the music. I've separated the Spectrum data into 8 bands for ease of use as I want to generate different terrain type by using the different frequencies I get from the music.I'll appreciate any help at all, and I also recently started with C# and unity. Code below is from my mesh generation script, I have another script in which the planes are created and the mesh from the meshCreator script is taken and put onto the planes.

 public int gridSize = 20;
     public Mesh planeMesh;
     public Mesh planeMeshBand2;
     
      float[] spectrum = new float[512];
      float[] _bands = new float[8];
 
     public int bands;
 
     [HideInInspector]
     public AudioSource _audioSource;
 
     [Range(-100,100)]
     public float P1;
     [Range(-100,100)]
     public float P2;
     [Range(-100, 100)]
     public float P11;
     [Range(-100, 100)]
     public float P22;
 
     private void Start()
     {
         _audioSource = GetComponent<AudioSource>();
     }
     void Update()
     {
         GetSpectrumData();
         MakeBands();
         CreateGrid();
         CreateGridBand2();
         Debug.Log(_bands.Length);
         Debug.Log(_audioSource.time);
     }
 
     void GetSpectrumData()
     {
         _audioSource.GetSpectrumData(spectrum, 0, FFTWindow.BlackmanHarris);
       
     }
 
     void MakeBands()
     {
         int count = 0;
         for(int i = 0; i < 8; i++)
         {
             int sampleCounts = (int)Mathf.Pow(2, i) * 2;
 
             float average = 0;
             if(i == 7)
             {
                 sampleCounts += 2;
             }
             for(int x = 0; x < sampleCounts; x++)
             {
                 average += spectrum[count] * (count + 1);
                 count++;
             }
             average /= count;
             _bands[i] = average * 10;
         }
 
     }
     
     private void CreateGrid()
     {
         planeMesh = new Mesh();
        
         List<Vector2> uvs = new List<Vector2>();
 
         List<Vector3> vertices = new List<Vector3>();
         
 
         for (int y = 0; y < gridSize + 1; y++)
         {
             for (int x = 0; x < gridSize + 1; x++)
             {
 
                 Vector3 frequency = new Vector3(x, _bands[bands] * 10, y); //Generates planes which the y position is changed.
                 
                  vertices.Add(new Vector3(x, frequency.y / 2, y));
                  uvs.Add(new Vector2(x / (float)gridSize, y / (float)gridSize));
 
 
             }
         }
         
         List<int> indices = new List<int>();
 
         for (int y = 0; y < gridSize; y++)
         {
             for (int x = 0; x < gridSize; x++)
             {
                 indices.Add(y * (gridSize + 1) + x);
                 indices.Add(y * (gridSize + 1) + x + gridSize + 1);
                 indices.Add(y * (gridSize + 1) + x + 1);
 
                 indices.Add(y * (gridSize + 1) + x + gridSize + 1);
                 indices.Add(y * (gridSize + 1) + x + gridSize + 2);
                 indices.Add(y * (gridSize + 1) + x + 1);
             }
         }
 
         planeMesh.SetVertices(vertices);
         planeMesh.SetIndices(indices.ToArray(), MeshTopology.Triangles, 0);
         planeMesh.SetUVs(0, uvs);
 
         planeMesh.RecalculateNormals();
         
         GetComponent<MeshFilter>().mesh = planeMesh;
     }


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