Live audio analysis of a Reaper project

So, I’m about to start work on a piece of software written in unity which would monitor the audio coming from Reaper (DAW) live, and give me back a live frequency analysis which I can then use.

How would I get any of this done?

I know I can use the Unity microphone class to create a live audio stream (would appreciate clarification) and then analyse this with GetSpectrumData. But how would I do this practically, how much latency would I have and is there an easier way to do it?

Any feedback would be welcomed!

Unity’s Microphone would work, but it has rather high latency. Find its concrete usage on the forums, but basically yes - you create a looping short audio clip with it which emulates stream, with option to get the spectrum data.

If you’re fine with default input device of the system, you can have a look at GitHub - keijiro/Lasp: Low-latency Audio Signal Processing plugin for Unity , which has very low latency suitable for runtime processing and has basic band energy analysis ( but not FFT spectrum, I think )

At first I thought I’d plug my asset shamelessly (in the description), which one of the components has better latency than builtin Microphone (and worse than Lasp), but it doesn’t have access to FFT with it;
( - which I should maybe finally at least start thinking about adding as DSP filter - since more than one people already asked about it, and TODO list is not empty anyway )

So currently available options aren’t exactly stellar, but maybe there’s something else yet, nothing not doable by some coding for sure.
Hope that it helped somehow anyway
Cheers

Thanks for the reply, I’ll have to see what I can do.