├── .gitignore
├── Assets
├── Materials.meta
├── Materials
│ ├── Floor.mat
│ └── Floor.mat.meta
├── Music.meta
├── Music
│ ├── Bassdruck - Lento Downbeat Shuffle (Brain Strikes Again Mix).mp3
│ └── Bassdruck - Lento Downbeat Shuffle (Brain Strikes Again Mix).mp3.meta
├── Scenes.meta
├── Scenes
│ ├── Demo.unity
│ └── Demo.unity.meta
├── Scripts.meta
├── Scripts
│ ├── MusicPlayer.cs
│ ├── MusicPlayer.cs.meta
│ ├── SpectrumData.cs
│ ├── SpectrumData.cs.meta
│ ├── Ui.cs
│ ├── Ui.cs.meta
│ ├── Visualizer.cs
│ └── Visualizer.cs.meta
├── Textures.meta
└── Textures
│ ├── demo-screenshot.jpg
│ └── demo-screenshot.jpg.meta
├── LICENSE
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── UnityPackageManager
└── manifest.json
/.gitignore:
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1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 | /.idea/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 |
30 | # Unity3D Generated File On Crash Reports
31 | sysinfo.txt
32 |
33 | # Builds
34 | *.apk
35 | *.unitypackage
36 |
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/Assets/Scripts/MusicPlayer.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System;
5 | using System.IO;
6 |
7 | public class MusicPlayer : MonoBehaviour
8 | {
9 | ///
10 | /// Self instance
11 | ///
12 | public static MusicPlayer instance;
13 |
14 | ///
15 | /// Start
16 | ///
17 | public void Start()
18 | {
19 | instance = this;
20 | }
21 |
22 | ///
23 | /// Get current music position between 0 and 1
24 | ///
25 | ///
26 | public float GetMusicPosition()
27 | {
28 | var source = GetComponent();
29 | return Mathf.Clamp(source.time / source.clip.length, 0f, 1f);
30 | }
31 |
32 | ///
33 | /// Start play
34 | ///
35 | public void StartPlay()
36 | {
37 | var source = GetComponent();
38 | source.Play();
39 | }
40 |
41 | ///
42 | /// Stop play
43 | ///
44 | public void StopPlay()
45 | {
46 | var source = GetComponent();
47 | source.Stop();
48 | }
49 |
50 | ///
51 | /// Set music position by offset between 0 and 1
52 | ///
53 | ///
54 | public void SetMusicPositionByOffset(float offset)
55 | {
56 | var source = GetComponent();
57 | source.time = (source.clip.length - 0.1f) * offset;
58 | }
59 |
60 | ///
61 | /// Check if music is playing
62 | ///
63 | ///
64 | public bool IsPlaying()
65 | {
66 | var source = GetComponent();
67 | if (source && source.isPlaying)
68 | {
69 | return true;
70 | }
71 | return false;
72 | }
73 | }
74 |
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/Assets/Scripts/SpectrumData.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Hold some spectrum data
7 | ///
8 | public class SpectrumData
9 | {
10 | public int index;
11 | public float data;
12 | public float dataNormalized;
13 |
14 | ///
15 | /// Add data to the list and count up
16 | ///
17 | ///
18 | public void AddData(float data)
19 | {
20 | this.data += data;
21 | }
22 | }
23 |
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/Assets/Scripts/Ui.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using UnityEngine.EventSystems;
6 |
7 | public class Ui : MonoBehaviour
8 | {
9 | public static Ui instance;
10 | public Slider slider;
11 |
12 | ///
13 | /// On slider value has changed by user
14 | ///
15 | ///
16 | public void OnSliderValueChanged(BaseEventData eventData)
17 | {
18 | MusicPlayer.instance.SetMusicPositionByOffset(slider.value);
19 | }
20 |
21 | ///
22 | /// On click start stop button
23 | ///
24 | ///
25 | public void OnClickStartStop(BaseEventData eventData)
26 | {
27 | if (MusicPlayer.instance.IsPlaying())
28 | {
29 | MusicPlayer.instance.StopPlay();
30 | }
31 | else
32 | {
33 | MusicPlayer.instance.StartPlay();
34 | }
35 | }
36 |
37 | ///
38 | /// Start
39 | ///
40 | void Start()
41 | {
42 | instance = this;
43 | }
44 |
45 | ///
46 | /// Update
47 | ///
48 | void Update()
49 | {
50 | if (MusicPlayer.instance)
51 | {
52 | // update slider position by music position
53 | slider.value = MusicPlayer.instance.GetMusicPosition();
54 | }
55 | }
56 | }
57 |
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/Assets/Scripts/Visualizer.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Visualizer : MonoBehaviour
6 | {
7 | public GameObject cubePrefab;
8 |
9 | Dictionary cubes = new Dictionary();
10 | Dictionary pcubes = new Dictionary();
11 | Dictionary spectrumDataList = new Dictionary();
12 |
13 | int[][] spectrumRanges;
14 |
15 | ///
16 | /// Start
17 | ///
18 | void Start()
19 | {
20 | // define which aduio hz ranges we want to use
21 | spectrumRanges = new int[31][]
22 | {
23 | new int[2] {40, 60},
24 | new int[2] {61, 80},
25 | new int[2] {81, 100},
26 | new int[2] {101, 120},
27 | new int[2] {121, 140},
28 | new int[2] {141, 160},
29 | new int[2] {161, 180},
30 | new int[2] {181, 200},
31 | new int[2] {201, 220},
32 | new int[2] {221, 240},
33 | new int[2] {241, 260},
34 | new int[2] {261, 280},
35 | new int[2] {281, 300},
36 | new int[2] {301, 350},
37 | new int[2] {351, 400},
38 | new int[2] {401, 450},
39 | new int[2] {451, 500},
40 | new int[2] {501, 550},
41 | new int[2] {551, 600},
42 | new int[2] {601, 650},
43 | new int[2] {651, 700},
44 | new int[2] {701, 800},
45 | new int[2] {801, 900},
46 | new int[2] {901, 1000},
47 | new int[2] {1001, 1200},
48 | new int[2] {1201, 1400},
49 | new int[2] {1401, 1600},
50 | new int[2] {1601, 1800},
51 | new int[2] {1801, 2000},
52 | new int[2] {2001, 2250},
53 | new int[2] {2251, 2500}
54 | };
55 | // create data objects for each range
56 | for (int i = 0; i < spectrumRanges.Length; i++)
57 | {
58 | var group = new SpectrumData
59 | {
60 | index = i
61 | };
62 | spectrumDataList.Add(i, group);
63 | }
64 | // initialize the spectrum data list
65 | UpdateSpectrumDataList();
66 | var count = 0;
67 |
68 | // create the cubes for each data range
69 | foreach (var item in spectrumDataList)
70 | {
71 | var group = item.Value;
72 | var cube = Instantiate(cubePrefab);
73 | cube.transform.SetParent(transform);
74 | cube.name = group.index.ToString();
75 | var rotate = 360f / spectrumDataList.Count * count;
76 | cube.transform.position = Vector3.zero;
77 | cube.transform.Rotate(new Vector3(0, rotate, 0));
78 | cube.transform.Translate(new Vector3(6f, 0, 0), Space.Self);
79 | cube.SetActive(true);
80 |
81 | // set cube color
82 | var mat = cube.GetComponent().material;
83 | var color = Color.HSVToRGB(1f / spectrumDataList.Count * count, 1, 1);
84 | mat.color = color;
85 |
86 | cubes.Add(group.index, cube);
87 |
88 | // create tiny physical cube
89 | var pos = cube.transform.position;
90 | pos.y = 20f;
91 | var physicsCube = Instantiate(cubePrefab);
92 | physicsCube.name = group.index + " Tiny";
93 | physicsCube.transform.SetParent(transform);
94 | physicsCube.transform.position = pos;
95 | physicsCube.transform.rotation = cube.transform.rotation;
96 | physicsCube.transform.localScale = Vector3.one * 0.5f;
97 | physicsCube.SetActive(true);
98 |
99 | // set rigibody, make it never sleep to dont slip through
100 | var rig = physicsCube.AddComponent();
101 | rig.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
102 | rig.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
103 | rig.sleepThreshold = 0;
104 |
105 | // set cube color
106 | mat = physicsCube.GetComponent().material;
107 | mat.color = color;
108 |
109 | pcubes.Add(group.index, physicsCube);
110 | count++;
111 | }
112 | }
113 |
114 | ///
115 | /// Update
116 | ///
117 | void Update()
118 | {
119 | UpdateSpectrumDataList();
120 | SpectrumData prevGroup = spectrumDataList[spectrumRanges.Length - 1];
121 | // update very cube based on the spectrum data for a specific range
122 | foreach (var item in spectrumDataList)
123 | {
124 | var group = item.Value;
125 | var norm = group.dataNormalized;
126 | var cube = cubes[group.index];
127 | var scale = Vector3.one;
128 | scale.y = norm * 6f;
129 | // just lerp to smooth things out a bit
130 | scale = Vector3.Lerp(cube.transform.localScale, scale, 0.4f);
131 | cube.transform.localScale = scale;
132 | prevGroup = group;
133 | }
134 | }
135 |
136 | ///
137 | /// Update the spectrum data list for current music position
138 | ///
139 | public void UpdateSpectrumDataList()
140 | {
141 | // how much hz does each spectrum data sample represent
142 | var hzPerSample = (AudioSettings.outputSampleRate / 8192f);
143 |
144 | // get min/max data range to be able to normalize it later
145 | var min = Mathf.Infinity;
146 | var max = -Mathf.Infinity;
147 | var spectrumData = new float[8192];
148 |
149 | // get spectrum data from the audio listener with the best quality possible
150 | AudioListener.GetSpectrumData(spectrumData, 0, FFTWindow.BlackmanHarris);
151 |
152 | for (int i = 0; i < spectrumRanges.Length - 1; i++)
153 | {
154 | var range = spectrumRanges[i];
155 | var group = spectrumDataList[i];
156 | group.data = 0;
157 |
158 | // get the minimum and maxium data index that as valid in this range chunk
159 | var minIndex = Mathf.FloorToInt(range[0] / hzPerSample);
160 | var maxIndex = Mathf.CeilToInt(range[1] / hzPerSample);
161 |
162 | // add data to the range group
163 | for (var si = minIndex; si <= maxIndex; si++)
164 | {
165 | group.AddData(spectrumData[si]);
166 | }
167 |
168 | // get min/max data for later normalize process
169 | if (min > group.data)
170 | {
171 | min = group.data;
172 | }
173 | if (max < group.data)
174 | {
175 | max = group.data;
176 | }
177 | }
178 | // normalize data between 0 and 1
179 | foreach (var item in spectrumDataList)
180 | {
181 | item.Value.dataNormalized = Mathf.Clamp((item.Value.data - min) / (max - min), 0.01f, 1f);
182 | }
183 | }
184 | }
185 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2018 Roland Eigelsreiter
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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1 | # Unity Music Visualizer Basic Project 2018
2 |
3 | Here is a simple project that show you how you can use native Unity features to create a music visualizer. I personally use this to create my music videos for Youtube. For sure, i have already improved that basic project a little and modified it for myself. But to get you in the right direction, i uploaded the base for free here on GitHub. MIT License for sure, so use it however you want.
4 |
5 | You can find a ready to use binary download for windows in the [releases](https://github.com/brainfoolong/unity-music-visualizer/releases/latest) section. This is the improved version but it also contains a little watermark.
6 |
7 | If you want donate a few bucks for my work, feel free to check this out: https://paypal.me/brainfoolong
8 |
9 | The integrated music track is my own and is free to use.
10 |
11 | Project was initially made with Unity 2017.3.1f1 and should be compatible with any further version and also probably with some versions before.
12 |
13 | # Support me
14 | If you like to buy some coffee, i will appriciate it. You can do this on [Patreon](https://www.patreon.com/brainfoolong) or via [PayPal](https://www.paypal.me/brainfoolong)
15 |
16 | # Installation
17 |
18 | * Git clone or download zip and extract to a directory
19 | * Open up in Unity and load the "Scene/Demo"
20 | * Hit play
21 |
22 | # How to record this for my music videos?
23 |
24 | There is no built in solution as video recording as very complex to get done right in Unity. I use [OBS Studio](https://obsproject.com). It's also free to download.
25 |
26 | # How it looks like?
27 |
28 | Video on Youtube with a short explanation: https://youtu.be/5oEKlaq3mCk
29 |
30 | 
31 |
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