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FailBitsDev
  • Home
  • Tools
    • SYNC: Audio Visualizer Kit
      • Documentation
        • SYNC Documentation
        • SYNC Guide
      • Changelog
  • Contact
  • More
    • Home
    • Tools
      • SYNC: Audio Visualizer Kit
        • Documentation
          • SYNC Documentation
          • SYNC Guide
        • Changelog
    • Contact

SYNC

Documentation

Changelog

Get SYNC

unity asset store

Documents:

SYNC Documentation

Documents:

SYNC Guide

Documentation

Audio Peer
Microphone Peer
Audio Syncer
Visualizers
Behaviours
Instantiator



Audio Peer

Reads values from an AudioSource and processes them to be used by the AudioSyncers.

Normally, just one AudioPeer per AudioSource is needed.

Microphone Peer

A subclass of AudioPeer that uses the microphone device instead of the AudioSource’s clip to extract values from.

For any other purposes it acts exactly the same as a regular AudioPeer.

Audio Syncer

An AudioSyncer will process the AudioPeer’s handled values and apply different conversions and modifiers depending on the chosen values and fields.

A single syncer can be used for a whole group of visualizers, which greatly improves performance, especially on large amounts of objects.

Visualizers

Handles values processed by an AudioSyncer and applies specific options and modifiers to send them to the audio-driven behaviours.

Usually, we will have one AudioVisualizer or BeatVisualizer per every audio-driven GameObject.

Audio Visualizer

Audio Visualizers proces audio values to be used every frame by any behaviour. Range 0.0 - 1.0.

Beat Visualizer

Beat Visualizers trigger on audio's beats and call any behaviours on the current beat's audio values.

Behaviours

You can use any custom sript as an audio-driven behaviour, however, SYNC provides base classes called AudioBehaviourBase and BeatBehaviourBase that implement a proper base with some extra features to facilitate the behaviour creation process.

Audio Behaviour Component

Provides a base component to attach all your audio behaviours to.

Throws independent events for the Samples, Frequency Bands and Amplitude values.

Beat Behaviour Component

Provides a base component to attach all your beat behaviours to.

Throws specific events during a beat trigger routine (Start - Loop - End- Rest).

Other Behaviours

  • Attractor

  • Koch Line

  • Koch Translate

  • Noise Flowfield

  • Phyllotaxis

  • Animator

  • Color

  • Particle Emitter

  • Rotate Around

  • Scale

  • Trail

  • Translate Path

Instantiator

A component that will create any amount of instances of a GameObject, preferably with an AudioVisualizer or BeatVisualizer and audio behaviours, and positionates them using a PositionerFunction.


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