Audio Analysis for Audio Reactive FX
Audio Analysis Component
Audio Analysis is a component which takes the attached audio source and calculates the levels. Derived from Keijiro’s code, It supports Property Binders that modifies properties of attached objects based on the amplitude level.
The component breaks down the frequency data into 8 bins based on the frequency classification as below:
Audio Band | Description | Frequency Range (Hz) |
---|---|---|
0 | Sub Bass | 0-86 |
1 | Bass | 87- 258 |
2 | Low-Mids | 259-602 |
3 | Mids | 603-1290 |
4 | Upper-Mids | 1291-2666 |
5 | Presence | 2667- 6418 |
6 | Brilliance | 6419-10922 |
7 | Dog Whistle | 10923-21930Hz |
There are two kind of audio levels calculated from the audio source.
- Actual digital output which can have abrupt fall or spikes.
- Buffered levels which smooths down the fall value. Useful to make choppy animations smoother.
Select an Audio Channel to use as an input.
DEMOS
Parameter Binder
Example demo showcasing a sphere scaled by the audio amplitude. It uses the Audio Analysis component to calculate the audio amplitude and a Property Binder to animate the scale property of the sphere.
VFX Binder
LevelMeter is a slightly advanced example of the use of Audio Level Tracker that shows low/mid/high frequency band levels. It also uses the raw waveform function to draw the waveform graph.
System Requirements
- Unity 2019.3 or later for parameter binders
Inspired from
- PeerPlay: YouTube Channel
- Keijiro’s LASP: Low-latency Audio Signal Processing plugin for Unity