as you can see, on my version, the graph is filled dots(2^14 to be exact), where in the pic below,
its forms a much smoother curve, as an oscilloscope should.
so my question is, how to “connect the dots” and form a curve?
(adding more dots on screen wont help, as enough dots to form complex moving in a 1024^2 grid is just too much for the cpu to do in real time)
here’s my script and a sound file to test(spawn a quad and attach a blank material and also a audio source, make sure the audio’s compression format is PCM).
@hexagonius so that it appears that it might impossible to render a very low detailed curve in unity, as the function “audiosource.getoutputdata” can only fill an array with a maximum size of what appears to be 2^14, which would greatly reduce the smoothness the result even if the calculated dots are connected with lines.
Do you think ther e’s a way around the limit, or maybe there is no limit, and my coding is just broken.
And also, do you think that it’s possible to use a trail renderer and miniputlate it’s location as fast as…say a real oscilloscope would? I converted the project to a particle system, but it has the same problem that the pixel quad thing have, except there’s a lot less delay.