Unity Pitch Control by charlottepierce - 2


A Unity interface allowing audio inputs to trigger keyboard button presses based on detected pitches.

Unknown VersionUnknown LicenseUpdated 5 years agoCreated on June 2nd, 2015
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Use instruments as game controllers!

This Unity interface allows you to map audio inputs to keyboard buttons - play a pitch from the mapped range on your instrument to trigger the corresponding key press. The interface currently supports GetKey, GetKeyDown and GetKeyUp events for all keyboard buttons. Direct button presses (i.e., using the keyboard rather than a mapped instrument) will still be detected.

UnityPitchControl was tested on Unity version 4.6.2f1.

This project is based on Realtime C# Pitch Tracker.


  1. Copy the contents of Assets into the Assets folder of your project
  2. In Unity, click Pitch Input > Edit Key Mappings to open the editor GUI
  3. Select the desired audio input device
  4. Add key mappings as desired
    • mappings can be removed using the ‘-’ buttons
  5. Click Save Mappings
  6. In your game code, replace calls to Input.GetKey, Input.GetKeyDown and Input.GetKeyUp with UnityPitchControl.Input.InputManager.GetKey, UnityPitchControl.Input.InputManager.GetKeyDown and UnityPitchControl.Input.InputManager.GetKeyUp, respectively
  7. Before running your project, ensure your audio device is connected and switched on

Example Use:

The following note mappings trigger:

  • the ‘t’ key when a pitch between 80 and 120 is played
  • the ‘u’ key when a pitch between 130 and 140 is played
  • the ‘a’ key when a pitch between 145 and 155 is played

by using input from a guitar attached using a Rocksmith USB Guitar Adapter.

Example key mappings

These keypresses may be detected programmatically using the following code:

if (UnityMidiControl.Input.InputManager.GetKeyDown("t")) {
	Debug.Log("'x' down");
if (UnityMidiControl.Input.InputManager.GetKeyDown("u")) {
	Debug.Log("'d' down");
if (UnityMidiControl.Input.InputManager.GetKeyDown("a")) {
	Debug.Log("'a' down");

Using key codes rather than string arguments will also work:

if (UnityMidiControl.Input.InputManager.GetKeyUp(KeyCode.T)) {
	Debug.Log("'x' up");
if (UnityMidiControl.Input.InputManager.GetKeyUp(KeyCode.U)) {
	Debug.Log("'d' up");
if (UnityMidiControl.Input.InputManager.GetKeyUp(KeyCode.A)) {
	Debug.Log("'a' up");
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