LASP is a Unity plugin providing low-latency, high-performance and easy-to-use audio input functionality that is useful for creating audio reactive visuals.
- Low latency (less than 16 ms) audio input.
- High performance audio analysis (peak level detection, RMS calculation) with C++ native implementation.
- Three band (low, middle, high) filter bank useful for detecting rhythmic accents.
- Dynamic normalization based on the most recent peak level.
- Multi platform support via PortAudio.
- Unity 2018.3 or later
At the moment, LASP only supports desktop platforms (Windows, macOS and Linux).
Download one of the unitypackage files from the Releases page and import it to a project.
You can also use Git support on Package Manager to import the package. Add
the following line to the
dependencies section in the package manifest file
Audio Level Tracker Component
The Audio Level Tracker component is used to receive audio input and control other components by normalized audio level.
It tracks the most recent peak level and calculates the normalized level value based on the difference between the current level and the peak level. It only outputs an effective value when the current level is in its dynamic range, which is indicated by the gray band in the VU meter.
Four types of filters are available: Bypass, Low-Pass, Band-Pass and High-Pass. These filters are useful to detect a specific type of rhythmic accents. For instance, the low-pass filter can be used to make a behavior that reacts to kick drums and basslines.
Dynamic Range (dB)
This specifies the range of audio level normalization; The output value becomes zero when the input level is equal or lower than (peak - dynamic range).
When enabled, it automatically tracks the peak level as explained above. When disabled, the peak level is fixed at 0 dB. In this case, the effective range can be manually controlled by the Gain property, which is only shown when peak tracking is disabled.
Hold And Fall Down
This adds a “peak-hold and fall down” behavior to the output value that is commonly used in VU meters. This is useful to make choppy animation smooth.
LASP also provides audio input functionality via the
MasterInput class. All
the following methods are implemented as static methods and can be used without
GetPeakLevelDecibel are used to get the peak level of the
audio input during the last frame.
GetPeakLevel returns the value in linear
GetPeakLevelDecibel uses dBFS instead.
MasterInput automatically caches the results, so that these methods can be
called multiple times without wasting CPU time.
CalculateRMSDecibel are almost the same to
GetPeakLevelDecibel but use RMS (root mean square) instead
of peak level.
RetrieveWaveform copies the most recent waveform data from the internal
buffer to a given float array. The length of the array must be shorter than the
internal buffer. It’s safe to use 1024 or less.
Keep dynamic range as narrow as possible
Although it’s important to have a wide dynamic range for expressiveness, it tends to make animation slower and unclear. In general, it’s recommended to keep the dynamic range as narrow as possible to make animation fast and accent-sensitive.
- LASP always tries to use the system default device for recording. There is no way to use a device that is not assigned as default.
- LASP only supports monophonic input. Only the first channel (the left channel in case of stereo input) will be enabled when using a multi-channel audio device.