Sound Reactor - make visualizers and rhythm games

Hi everyone!

If you were ever looking for a way to create audio visualizers or rhythm games, Sound Reactor is the tool to use. Sound Reactor comes in two flavors, Standard and Pro. Standard is great for making visualizers, and Pro is great for making rhythm games. See the Product Comparison page for a full comparison.

You can create visualizers that are made up of GameObjects or Vectors with the Spectrum Builder. If they are GameObjects, they can be arranged in the shape of: lines, circles, filled rectangles, and segmented levels. With Vectors you can create lines and circles (filled or not).

If you go with the drivers that ship with Sound Reactor, you can easily drive common properties like: position, rotation, scale, color, physics forces, and particle system with a spectrum.

Standard creates a spectrum from audio, and Pro creates one from MIDI Note On events played back from a file. Choose the one that best fits your project!

ASSET STORE
Standard
Pro

WEBSITE
LittleDreamerGames

SUPPORT
Contact Page

VIDEOS

I hope you find Sound Reactor very useful!

Hi everyone,

Edited…

I’ve just released Sound Reactor Pro. Check it out in the asset store here.
Take a look at the manual here.
Check out the promo video here.

Sound Reactor Pro can now react to MIDI events played back from a file! This means Sound Reactor Pro will be able to react up to 128 unique NoteOn/NoteOff events!

In addition to Sound Reactor Pro reacting to NoteOn/NoteOff events, the following events and messages can be handled with a custom event handler:

Meta Messages Supported

  • Text
  • CopyrightNotice
  • TrackName
  • InstrumentName
  • Lyrics
  • Marker
  • CuePoint
  • ProgramName
  • EndOfTrack
  • Tempo
  • TimeSignature
  • KeySignature

Events Supported

  • NoteOff
  • NoteOn
  • PolyphonicPressure
  • ControlChange
  • ProgramChange
  • ChannelPressure
  • PitchWheelChange

Unsupported Events

  • System Exclusive (these aren’t even supposed to be saved into a file anyway)

Unsupported Meta Messages

  • Device Name
  • Channel Prefix
  • MIDI Port
  • SMPTE Offset
  • Sequencer Specific

Additional Information:

General Info

  • Supports MIDI type 0 and 1 files
  • Seek to specific time
  • Change the playback speed
  • Custom handler so you, the developer, can handle the MIDI events directly.

Unsupported

  • Cannot create or edit midi events/messages
  • Does not connect to MIDI devices
  • Does not save MIDI files
  • Does not generate MIDI events
  • Does not play sounds

Link to MIDI specifications:
https://www.midi.org/specifications

Cheers!

1 Like

Sound Reactor Pro was released on Monday!

See info in my previous post.

If you have questions please email me at support@littledreamergames.com

Sound Reactor Pro is the perfect tool to help you create rhythm games.

Start off by using your favorite MIDI sequencer to create MIDI notes in sync with an audio file. Then in Sound Reactor Pro play both the MIDI file and audio file in sync with each other. Use the MIDI events to trigger player touch or click events to the rhythm of the song. In my promo video I use it to depress keys, change the colors, and emit notes.

Sound Reactor Pro supports type 1 MIDI files, which means multiple sequences can play at the same time. To access most of the MIDI events included with the MIDI file, you create a custom MIDI event handler.

As far as MIDI playback, I mimicked the AudioSource and AudioClip convention, which means MIDI is MidiSource and MidiClip. This also means properties in the inspector are similar, and so are the scripts.

If you don’t care about rhythm games and are more interested in the Piano builder, you can create a piano that has up to 128 keys. The presets are: 25, 49, 61, 73, 76, 88, 112 and 128. If the presets aren’t enough, you can create any piano layout that doesn’t start or end with a black key (well you still can, but it looks silly).

To play audio along with the MIDI, render the MIDI to an audio file and play it in sync with the AudioMidiSync script.

Thanks, and I hope you enjoy Sound Reactor Pro!

~edited to clarify some things

Hi everyone! Just letting you know that Sound Reactor Standard is on sale right now at 50% off!

Enjoy!

Bump buh bum bump bump! Sale ends soooooooooon!

6 or so hours left before this cyber sale ends!

I just updated a few things for the new year:

Website updates:

  • I updated the Little Dreamer Games logo to something a little less pathetic
  • I added a lot more information about Sound Reactor onto the LittleDreamerGames website. This way you really know what you’re getting into before purchasing.
  • I noted where you do and don’t need programming experience.

Updates submitted to the asset store for review today for Standard and Pro:

  • There were issues to do with prefabs that have been solved by restricting prefabs in certain setups (the component will give you an error).
  • I remastered the SoundReactorShort mp3 so its volume matches the other sample music.
  • The rest of the update notes can already be downloaded from here, and here at the bottom.

Future plans:

  • I plan to make videos touching on how MIDI is used by going over the new demo scene called “MidiBasics”.
  • I also plan to make one regarding the SpectrumBuilder. I need to make it clear that the builder is not 100% necessary all the time. It’s just there to help you make shapes and set values for you.

If you’ve already purchased and have been using Sound Reactor Standard or Pro for a while now, I’d really like to hear your feedback. They say no news is good news, so I just assume everything is hunky dory, even though sometimes I go through it all once and a while and come across some major issues! I panic, fix it, then submit right away so ya’ll don’t hate me lol.

Anyway, Happy New Year!

Looks good. I would jazz up the title of this topic a bit more or have screenshots and videos of the product otherwise people lose interest rapidly and it’d be a shame since you’ve obviously put a lot of thought and care into it.

Thanks hippocoder! I will do just that.

1 Like

Hello LittleDreamerGames!

Asset is working fine but in my case :
when we edit prefab,some of script like level.cs,colordriver.cs,spectrum filter.cs,scale driver.cs etc automatically added more and more.

we using Unity version 2019.2.15f1

Hi OfficeWorker215,

I’ve managed to finally figure out how to fix this bug. It’s been around for a while and I’ve been asking people to avoid prefabbing anything.

The issue lies in the PlaymodeSerializer script. For now you can delete this script and the problem will go away. That script is what’s responsible for remembering property changes during play mode. After deleting the script properties changed in play mode will no longer be remembered.

The bug itself is two part. I can fix this pre-Unity 2018.2, but Unity has to fix a bug on their end for my fix to work from Unity 2018.2 and up.

I will submit my fix to the asset store this weekend. I’ll also submit a bug report so Unity can fix the bug on their end for Unity 2018.2 and higher.

Cheers!

1 Like

Good news, with some help and guidance from another forum member I was able to figure out how to completely fix the prefab issue for Unity 2018.2 and up (components duplicating themselves on GameObjects)!

I will submit another package to Unity within the next day or two (email me at support@littledreamergames.com if you’d like it sooner). Since I didn’t relax this weekend I need a break from it all!!! :hushed:

2 Likes

Quick heads up. I submitted the fix to Unity so it should go live either tomorrow or the next day. To clarify, prefabs should no longer be an issue with any version from Unity 5.5 and up, although it’s only been officially tested all the way up to 2019.2 (highest official release at the time of this post).

Cheers!

Thanks for your Good Response. . .:slight_smile:

1 Like

I’m submitting a quick fix for an error that’s occurring when a custom vector shape is used with the Scriptable Render Pipeline (SRP). The custom vector shape is not supported with the SRP, but a feature added last year is throwing an error since Camera.current is not used by the SRP, or at least not the one I tested it in which was the Universal Render Pipeline.

It should go live Monday. It’s possible it’ll go live before tomorrow, but I doubt they’ll get it in time today and they don’t process anything over the weekend.

To fix it, double click on the error in the console, then do this:

// replace this
if ((Camera.current.cullingMask & layerInt) == layerInt)

// with this
if (Camera.current != null && (Camera.current.cullingMask & layerInt) == layerInt)

Sorry for any inconvenience this may have caused anyone!

Hello
LittleDreamerGames!

How can do Line Spectrum in Canvas UI Elements?
In demo scene it’s looks nice but when i did in Canvas-UI Elements its not showing properly.

Thank you.

Hi OfficeWorker215,

Could you send me a small sample scene of what you’re talking about? Send it in the form of a unitypackage to support@littledreamergames.com and I’ll take a look.

Thanks!

Hello, i ask a question in your website. Its a pre-sales question. Thank a lot.

OfficeWorker215,

Everything seems to draw just fine under the Canvas. The only thing you have to make sure to do is set Canvas->Render Mode to something other than Screen Space - Overlay.

We can continue our conversation in the email.