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Audio visualizer in unity with blend shapes
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/ | |
using UnityEngine; | |
[RequireComponent(typeof(SkinnedMeshRenderer))] | |
public class AudioVisualizer : MonoBehaviour | |
{ | |
[Range(1.0f,4500.0f)] | |
public float multiplier; | |
public int minRange = 0; | |
public int maxRange = 64; | |
private SkinnedMeshRenderer skinnedMeshRenderer; | |
private float prevAvg = 0.0f; | |
void Start () | |
{ | |
skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer> (); | |
} | |
void Update () | |
{ | |
float[] spectrum = new float[64]; | |
AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.BlackmanHarris); | |
if (maxRange < minRange) | |
maxRange = minRange + 1; | |
minRange = Mathf.Clamp(minRange, 0, 63); | |
maxRange = Mathf.Clamp(maxRange, 0, 63); | |
float avg = 0; | |
for (int i = minRange; i < maxRange; i++) | |
avg += Mathf.Abs(spectrum[i]); | |
avg = avg / (float)Mathf.Abs(maxRange - minRange); | |
if (avg - prevAvg > 0.0012f) | |
avg = prevAvg + 0.0012f; | |
else if (avg - prevAvg < -0.0012f) | |
avg = prevAvg - 0.0012f; | |
skinnedMeshRenderer.SetBlendShapeWeight(0, avg*multiplier); | |
prevAvg = avg; | |
} | |
} |
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