Reads values from an AudioSource and processes them to be used by the AudioSyncers.
Normally, just one AudioPeer per AudioSource is needed.
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.
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.
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 Visualizers proces audio values to be used every frame by any behaviour. Range 0.0 - 1.0.
Beat Visualizers trigger on audio's beats and call any behaviours on the current beat's audio values.
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.
Provides a base component to attach all your audio behaviours to.
Throws independent events for the Samples, Frequency Bands and Amplitude values.
Provides a base component to attach all your beat behaviours to.
Throws specific events during a beat trigger routine (Start - Loop - End- Rest).
Attractor
Koch Line
Koch Translate
Noise Flowfield
Phyllotaxis
Animator
Color
Particle Emitter
Rotate Around
Scale
Trail
Translate Path
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.