Low quality post, so I’ve removed it.
you’ve got a long hard road ahead of you.
Audio dev is pretty tough.
I assume you have some music production experience?
I also assume you know what a vst is? If yes, then I would start trying to create something like that.
tbh, I dont think unity is the best tool for creating music software, however, hippocoder made some music related thing. Find his profile and check that out
Do any one else know how to make one of these?
You can buy the complete source to a Monome like Unity app called Step Seq here: Unity Asset Store - The Best Assets for Game Making
Or maybe something like Max? What is Max? | Cycling '74
Otherwise I agree with JamesLeeNZ - think about creating a VST first. Creating something like FL Studio is a lot of work and I’d be surprised if one person could do it within 10 years. Even the FL Studio guys license their really difficult code from these guys: http://www.zplane.de/index.php?page=description-elastique. To write your own time stretch/pitch shifting code you’re going to need a college/university level understanding of digital signal processing just to get started.
If you’re serious about this then I recommend signing up for this class.
Ok thank you! anyone else?
What have you tried and why has it failed?
Then you might want to take the time to learn programming first. Audio tool development can be a veritable pain in the arse.
I’d probably go with some sort of Queue or List for each sound that stores the times at which it is to be played for starters. And from there you could have a CurrentPlayTime (or some such) var somewhere that would be used to go through the queues and play the sounds (I don’t know whether or not Unity has some sort of PlaySoundStartingAt(time) to start playing in the middle of a sound or not).
If you’re in these forums you aren’t very autistic and furthermore you shouldn’t use autism as a crutch if you are so capable to post in these forums, frankly more coherently than many of the fully functional professionals and high school students are willing to post in these forums, because there are some with autism that face and have faced a much more challenging battle to seem ‘normal’ then you have.
And how long ago is long ago to a 15 year old? Last summer? When I was 15 long ago was last month. Your age is irrelevant to what you want to accomplish unless you are not legally allowed to participate in an activity because of your age. Sounds like a crutch so you can be excused from trolling forums.
But if you want a challenge then port a port of MuseScore to Unity would be a very nice start for you:
http://musescore.org/en/development
I’m guessing you can play an instrument and read/write music already?
Music makers can be quite simple, saw a great one made in unity by quickfingers it’s on Kongregate, just a simple grid…
Discover and Play Free Online Games on Kongregate! - Music “Game” on Kongregate
http://www.quickfingers.net/category/step-seq/ Quickfingers blog entries.
I was just watching this on Youtube and I thought it is quite relevent.
Unite 2013 - Real-time Audio Synthesis with SuperCollider
“Zach Aikman (17-Bit) on SuperCollider - a multi-platform, open source, real-time audio synthesis toolkit. This talk explains how it works and how it’s been integrated into Unity.”
This basically tells you how you can go about making your own music maker using Unity and SuperCollider.
You could try my asset here:
Music Sequencer Project
If you have questions or need an update on the package let me know. It’s my first asset I created about a year ago, but it is very well commented.
Other than that there are many different way to approach it. Some better than others. There is no clearly defined standard method yet - atleast not in unity.
It’s a good base to get you started in the right direction. Of course it may not have the visual appeal or sound like Quickfingers step Sequencer. His sequencer uses a special algorithm that makes each note generate an “appealing sound” when played with any other note. I’m not sure how advanced it is.
Thank you so much everybody for the help, I am not looking to put any money in anything, I need to save up to build my new computer.
I don’t believe your asset it still available on the asset store. Would you be willing to help me with my efforts to make a simple sequencer? My proof of concepts using FixedUpdate or InvokeRepeating are not producing a perfectly consistent metronome click. It’s close, but lags every so often. Is there a better way to get unity to PlayOneShot in a more consistent rhythmically perfect way?
Thanks!
The thread you’re responding to is 7 years old.
FixedUpdate should be ONLY used when interacting with physics. Because it does not run at consistent framerate, and instead can fire in burst, or once per several frames.
Implement your own timer within Update().
FixedUpdate() and InvokeRepeating() are not truly fixed to the intervals you set them to. FixedUpdate() is a fairly complex one and I’ve provided a detailed explanation at the link below, but the summary is that it’s being called back-to-back and not at specific intervals.
https://forum.unity.com/threads/choose-when-to-use-update-or-fixedupdate.997454/#post-6478265
My understanding of InvokeRepeating() is a little less certain as there is far less information available both on the forums and in the official documentation, but my understanding is that it’s tied to frame rate and thus very much affected by performance with an accuracy varying anywhere from on time to being behind by the duration of the next frame.
Can confirm invoke repeating seems tied to framerate.
Really it sounds like they need to purchase koreographer, which solves a lot of these and other issues related to audio syncing etc https://assetstore.unity.com/packages/tools/audio/koreographer-54639