Legacy Documentation: Version 4.5.0

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AudioSource.GetSpectrumData(int,int,FFTWindow)

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Description

Returns a block of the currently playing source's spectrum data.

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.

GetSpectrumData(samples: float[], channel: int, window: FFTWindow): void;
void GetSpectrumData(float[] samples, int channel, FFTWindow window);
def GetSpectrumData(samples as float[], channel as int, window as FFTWindow) as void

Description

Returns a block of the currently playing source's spectrum data.

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.

	function Update () {
	    var spectrum : float[] = audio.GetSpectrumData (1024, 0, FFTWindow.BlackmanHarris);

for (var i = 1; i < 1023; 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.yellow); } }

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        float[] spectrum = audio.GetSpectrumData(1024, 0, FFTWindow.BlackmanHarris);
        int i = 1;
        while (i < 1023) {
            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++;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		spectrum as (float) = audio.GetSpectrumData(1024, 0, FFTWindow.BlackmanHarris)
		i as int = 1
		while i < 1023:
			Debug.DrawLine(Vector3((i - 1), (spectrum[i] + 10), 0), Vector3(i, (spectrum[(i + 1)] + 10), 0), Color.red)
			Debug.DrawLine(Vector3((i - 1), (Mathf.Log(spectrum[(i - 1)]) + 10), 2), Vector3(i, (Mathf.Log(spectrum[i]) + 10), 2), Color.cyan)
			Debug.DrawLine(Vector3(Mathf.Log((i - 1)), (spectrum[(i - 1)] - 10), 1), Vector3(Mathf.Log(i), (spectrum[i] - 10), 1), Color.green)
			Debug.DrawLine(Vector3(Mathf.Log((i - 1)), Mathf.Log(spectrum[(i - 1)]), 3), Vector3(Mathf.Log(i), Mathf.Log(spectrum[i]), 3), Color.yellow)
			i++