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Unity Cookbook - Fifth Edition

You're reading from  Unity Cookbook - Fifth Edition

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Pages 780 pages
Edition 5th Edition
Languages
Authors (3):
Matt Smith Matt Smith
Shaun Ferns Shaun Ferns
Profile icon Shaun Ferns
Sinéad Murphy Sinéad Murphy
Profile icon Sinéad Murphy
View More author details

Table of Contents (22) Chapters

Preface 1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

Creating audio visualization from sample spectral data

The Unity audio systems allow us to access music data via the AudioSource.GetSpectrumData(...) method. This gives us the opportunity to use that data to present a runtime visualization of the overall sound being heard (from the AudioListener) or the individual sound being played by individual AudioSource components.

The following screenshot shows lines drawn using a sample script provided by Unity at https://docs.unity3d.com/ScriptReference/AudioSource.GetSpectrumData.html:

Figure 4.17: Debug DrawLines audio visualization in the Scene panel

Note that, in the preceding sample code, the use of Debug.DrawLine() only appears in the Scene panel when running the game in the Unity editor (not for final builds). Therefore, it cannot be seen by the game player. In this recipe, we’ll take that same spectral data and use it to create a runtime audio spectral visualization in the Game panel. We’ll do this by...

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