AudioReactive thoughts

in #unity3d4 years ago

Untitled1.gif

I've been working on Unity project for a while. Completely based on synesthesia, not sure if that's the right word. but seeing sounds, here's the bones of it:

I want to hear from other people who've maybe tried the same thing or know about sound engineering here.
In Unity C# code you can take an mp3 and get 10 band audio from it. You have access to 10 values, ranges of numbers that I think most visualizers use, the audio spectrum.
I take those values from the mp3 that are constantly changing as the music plays and apply the ranges to scale, rotation size and color. In Unity color RGB three values from 0-255 so I randomly take 3 audio bands and map them to that to get a color from the sound. and put it on a material like the meshes in the gif. i've seen some really cool synesthetic projects out there and wanna learn more and see if i can go about it differently. if you have access to the drums or synths in separate mp3s you could map some objects/colors to the drums only.
For the gif i recently got back into gravity sketch to make those models and animated them in mixamo then arranged it all in unity.

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