This is the official thread for discussion, issues and Q&A for the Audio Visualization tutorial.
I have been working hard on creating an extensive video tutorial series on how to create your own Audio Visualizer in Unity C#.
Learn how to code your own music visualizer using c#.
In these series you will learn how to:
Use Fast Fourier Transform (FFT)
Visualize music into gameobjects
Scripting buffers for visualisation
Applying scripts to models, lights, transforms, camera, and shaders.
If you have any questions, or additions to this tutorial, feel free to reply. I’m hoping you will find this tutorial helpful. I haven’t seen an extensive tutorial on this subject yet, so I decided to share my knowledge for free, so that you all may learn, and create more awesome stuff! To support me creating free tutorials on audio, visuals, algorithms & shaders in Unity, consider supporting me on Patreon. Peer Play | creating Unity Development Tutorials | Patreon
_Source files download:peerplay.nl is for sale. Interested? Contact us | Make an offer
In part 3 (at 3 minutes and 10 seconds), how did you get the parametric cube prefab option to pop-up when selecting a sample cube prefab? Do we make the cube on our own?
This is an awesome tutorial. I am pretty new to Unity, so i am just learning stuff. I just have the following questions.
Why do you convert them into 8 bands only? Why not more? Wouldn’t having less frequency range for each band result in more number of bands and thus be more accurate?
In part one I am having issues with unity recognizing RequireComponent and AudioSource. I have the most up to date version I’m not sure what I need in my code to get unity to understand that even tho I am following unity’s API. Should i just keep coding and hope that it works? It seems to me that I will get a compile error.