Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AudioListener.GetSpectrumData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static method GetSpectrumData(samples: float[], channel: int, window: FFTWindow): void;
public static void GetSpectrumData(float[] samples, int channel, FFTWindow window);

Parameters

samplesThe array to populate with audio samples. Its length must be a power of 2.
channelThe channel to sample from.
windowThe FFTWindow type to use when sampling.

Description

Provides a block of the listener (master)'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) 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: AudioListener.GetOutputData, AudioSource.GetSpectrumData, AudioSource.GetOutputData.

#pragma strict
@RequireComponent(AudioListener)
public class GetSpectrumDataExample extends MonoBehaviour {
	function Update() {
		var spectrum: float[] = new float[256];
		AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular);
		for (var i: int = 1; i < spectrum.Length - 1; i++) {
			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.blue);
		}
	}
}
using UnityEngine;

[RequireComponent(typeof(AudioListener))] public class GetSpectrumDataExample : MonoBehaviour { void Update() { float[] spectrum = new float[256];

AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular);

for (int i = 1; i < spectrum.Length - 1; i++) { 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.blue); } } }

Obsolete public static method GetSpectrumData(numSamples: int, channel: int, window: FFTWindow): float[];
Obsolete public static float[] GetSpectrumData(int numSamples, int channel, FFTWindow window);

Parameters

numSamplesNumber of values (the length of the samples array). Must be a power of 2. Min = 64. Max = 8192.
channelThe channel to sample from.
windowThe FFTWindow type to use when sampling.

Description

Deprecated Version. Returns a block of the listener (master)'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.