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Audio Visualisation

Audio (or music) visualisation is to attain a high degree of visual correlation to the specific characteristics of a musical piece, such as the frequency, pitch etc. I believe it can really improve a listener's experience as they're able to see the music's characteristic perform in front of them by such methods as rising and falling objects or changes of colour.

My inspiration for this project really came from Windows Media Player in which I would load up and play my songs, and view the imagery created in front of me. I would be absolutely memorised by it and it really made the songs all the more better!

I started off rather simply when approaching audio visualisation, having 8 separate bands which reacted to 8 bands of the frequency. This was a simple start off point in which I could build and progress further, eventually adding more and more complex parameters.

As I progressed, I set up more cubes which rise on fall depending on the frequencies, lower frequencies are towards the middle and higher towards the outside. In conjunction with that I set up lights which also reflect this, red being lower and purple being higher to add more visual stimuli. Finally was to smooth the ascent/descent of the bands for a cleaner look. The best thing is about it is that it will work with any musical track played within it!

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Below is the current stage of development, I hope that you enjoy the viewing!

I love how something as simple as making cubes rising and falling in rhythm make the music adds so much power to it and makes it a joy to just simply watch. This truly was a great experience to expand and branch my Unity knowledge and add more to my current skill set. I really enjoyed and i'm proud of what i've created in a new unexplored field of Unity development and will expand much further onto it in the future.

Code Gallery

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Functions used in my simple start to audio visualisation. This will instantiate the cubes used to oscillate to the music.

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Functions within my main script used for gathering the audio data, using FFTWindow.Blackman. Using said data it is then split up into bands and each band is assigned to corresponding cubes.

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