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Components/AudioReactive

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The audio reactive components listen to the audio in your region (including music streams and audio clips), and can alter and animate objects, materials and lighting within the region in time with the audio stream.


To set up your scene in Unity for the audio reactive components, you need to first either drag an audio file from your PC into the project window, and then into the hierarchy, or for music streams, you need to (info).


Audio Reactive Transform

This component can be attached to the 3D object you want to react to the music and then used to transform the 3D object in time to the audio.

You can transform the object within the component, so you can set the object to scale, rotate or move in certain directions.


Audiotransform.jpg


Band Min and Band Max

There are different types of bands for the different frequencies in audio. For example, if you want the object to move to only the bass of the audio, you will need to set the band min slider to 0, and the band max to 1. You can play around with the different values until it matches the audio band you want the object to move to.


BPM Window

The BPM Window Limit defines how many seconds to analyse for determining the BPM. So, for example, if you set this to 3, it will listen to the last 3 seconds, if you set it to 10, it will listen to the last 10 seconds.


Limit Increase/Decrease

The limit increase/decrease determines how quickly the values can change. If you have fast paced music and want the object you have to react faster to the audio, you can change the limit increase/decrease to 10,000+ to make the object move very quickly in time to the audio.


Min Value/Max Value

These determine how quick the reactions are, so you might want to set these values to your liking.


Mode

This sets the mode to BPM or Band.


Position

This will change the objects position when checked. You can set how far the object will move and in which direction on the Z,Y and X axis in time to the audio.


Rotation

This will change the direction in which the object is rotated when checked. Again, this will set which way the object will rotate on the Z,Y and X axis in time to the audio.


Scale

This will change the size/scale of the object when checked. The object can be scaled in any direction on the Z,Y and x axis separately, or you can set the same value in all of the axis's to make the object scale uniformly.


Audio Reactive Lighting

Audio reactive lighting will enable lighting to react to the audio you choose.


Audioreactive.png

Audio Reactive Animation

Audio Reactive Material