Hi! I’m new to Unity 3D and trying to split a texture2D sprite that contains an audio waveform in a Scroll Rect. The waveform comes from an audio source imported by the user and added to a scroll rect horizontally like a timeline. The script that creates the waveform works but the variable of the width (that came from another script, but this is not the problem) exceeds the limits of a Texture2D, only if I put manually a width less than 16000 the waveform appear but not to the maximum of the scroll rect. Usually, a song with 3-4min has a width of 55000-60000 width, and this can’t be rendered. I need to split that waveform texture2D sprite horizontally into multiple parts (or Childs) together and render them only when appearing on the screen. How can I do that? Thank you in advance.
This creates the Waveform Sprite, and should split the sprite into multiple sprites and put together horizontally, render them only when appear on the screen):
public void LoadWaveform(AudioClip clip)
{
Texture2D texwav = waveformSprite.GetWaveform(clip);
Rect rect = new Rect(Vector2.zero, new Vector2(Realwidth, 180));
waveformImage.sprite = Sprite.Create(texwav, rect, Vector2.zero);
waveformImage.SetNativeSize();
}
This creates the waveform from an audio clip (getting from the internet and modifying for my project) :
public class WaveformSprite : MonoBehaviour
{
private int width = 16000; // This should be a variable that came from another script
private int height = 180;
public Color background = Color.black;
public Color foreground = Color.yellow;
private int samplesize;
private float[] samples = null;
private float[] waveform = null;
private float arrowoffsetx;
public Texture2D GetWaveform(AudioClip clip)
{
int halfheight = height / 2;
float heightscale = (float)height * 0.75f;
// get the sound data
Texture2D tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
waveform = new float[width];
var clipSamples = clip.samples;
samplesize = clipSamples * clip.channels;
samples = new float[samplesize];
clip.GetData(samples, 0);
int packsize = (samplesize / width);
for (int w = 0; w < width; w++)
{
waveform[w] = Mathf.Abs(samples[w * packsize]);
}
// map the sound data to texture
// 1 - clear
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
tex.SetPixel(x, y, background);
}
}
// 2 - plot
for (int x = 0; x < width; x++)
{
for (int y = 0; y < waveform[x] * heightscale; y++)
{
tex.SetPixel(x, halfheight + y, foreground);
tex.SetPixel(x, halfheight - y, foreground);
}
}
tex.Apply();
return tex;
}
}