samples | The array to populate with audio samples. Its length must be a power of 2. |
channel | The channel to sample from. |
window | The FFTWindow type to use when sampling. |
Provides a block of the currently playing audio source's spectrum data.
The array given in the samples parameter will be filled with the requested data.
Number of values (the length of the samples array provided) must be a power of 2. (ie 128/256/512 etc). Min = 64. Max = 8192.
Use window to reduce leakage between frequency bins/bands.
Note, the more complex window type, the better the quality, but reduced speed.
This function will use the sampling rate specified in AudioSettings.outputSampleRate, and NOT the sampling rate specified for the audio clip.
See Also: AudioSource.GetOutputData, AudioListener.GetSpectrumData, AudioListener.GetOutputData.
#pragma strict public class GetSpectrumDataExample extends MonoBehaviour { var audio: AudioSource; var spectrum: float[] = new float[256]; function Start() { audio = GetComponent.<AudioSource>(); } function Update() { audio.GetSpectrumData(spectrum, 0, FFTWindow.BlackmanHarris); var i: int = 1; while ( i < spectrum.Length - 1 ) { Debug.DrawLine(new Vector3(i - 1, spectrum[i] + 10, 0), new Vector3(i, spectrum[i + 1] + 10, 0), Color.red); Debug.DrawLine(new Vector3(i - 1, Mathf.Log(spectrum[i - 1]) + 10, 2), new Vector3(i, Mathf.Log(spectrum[i]) + 10, 2), Color.cyan); Debug.DrawLine(new Vector3(Mathf.Log(i - 1), spectrum[i - 1] - 10, 1), new Vector3(Mathf.Log(i), spectrum[i] - 10, 1), Color.green); Debug.DrawLine(new Vector3(Mathf.Log(i - 1), Mathf.Log(spectrum[i - 1]), 3), new Vector3(Mathf.Log(i), Mathf.Log(spectrum[i]), 3), Color.yellow); i++; } } }
using UnityEngine; using System.Collections;
public class GetSpectrumDataExample : MonoBehaviour { AudioSource audio; float[] spectrum = new float[256];
void Start() { audio = GetComponent<AudioSource>(); }
void Update() { audio.GetSpectrumData(spectrum, 0, FFTWindow.BlackmanHarris); int i = 1; while (i < spectrum.Length-1) { Debug.DrawLine(new Vector3(i - 1, spectrum[i] + 10, 0), new Vector3(i, spectrum[i + 1] + 10, 0), Color.red); Debug.DrawLine(new Vector3(i - 1, Mathf.Log(spectrum[i - 1]) + 10, 2), new Vector3(i, Mathf.Log(spectrum[i]) + 10, 2), Color.cyan); Debug.DrawLine(new Vector3(Mathf.Log(i - 1), spectrum[i - 1] - 10, 1), new Vector3(Mathf.Log(i), spectrum[i] - 10, 1), Color.green); Debug.DrawLine(new Vector3(Mathf.Log(i - 1), Mathf.Log(spectrum[i - 1]), 3), new Vector3(Mathf.Log(i), Mathf.Log(spectrum[i]), 3), Color.yellow); i++; } } }
Deprecated Version. Returns a block of the currently playing source's spectrum data.
This variation of the function allocates a new array each time it is called. Use the Non-alloc version instead for better performance.
Number of values (numSamples) must be a power of 2. (ie 128/256/512 etc). Min = 64. Max = 8192.
Use window to reduce leakage between frequency bins/bands.
Note, the more complex window type, the better the quality, but reduced speed.