├── .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: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Materials.meta: 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e8e4878e0fe9f9246ba0c926d9dadbbf 3 | timeCreated: 1518789002 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e922d01316595c4c8f1052894143a89 3 | folderAsset: yes 4 | timeCreated: 1518787854 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9d1f43c042a78449a064ff3b61fee25 3 | timeCreated: 1518787898 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/SpectrumData.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/SpectrumData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b695debe47a4d04eb2a81ebb9f8bcb9 3 | timeCreated: 1518788002 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/Ui.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/Ui.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c3a76d73ed840a48a6d96e7ece4b817 3 | timeCreated: 1518789415 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/Visualizer.cs: -------------------------------------------------------------------------------- 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 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-------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | ![Project Screenshot](https://cdn.rawgit.com/brainfoolong/unity-music-visualizer/dba5ec36/Assets/Textures/demo-screenshot.jpg) 31 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | --------------------------------------------------------------------------------