Synesthesure
BeyondVR
$10.50
$15.00
30%OFF
(no ratings)
Date |
Price |
---|---|
Date |
Price($) |
11/22(2024) |
15.0 |
11/22(2024) |
10.5 |
11/22(2024) |
10.5 |
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Synesthesure listens to incoming audio and processes it into easily accessible dynamics for creating music-reactive visual effects. Focus on artistic creativity and exploration, instead of coding.Synesthesure窶冱 Audio-Visual component listens to incoming audio, and processes it into dynamics that are easy to use in scripts, and can even control parameters of other game object components without programming or visual scripting.Synesthesure enables vFX creators to focus on the artistic and creative-exploration process of creating visual effects, instead of FFT signal processing and 窶徇assaging窶audio values to get “workable” baselines.Synesthesure outputs normalized values of 0 – 1 for its frequency bands’ dynamics. Values of 0 – 1 are very easy to work with, vs. their actual amplitude/power values.Dynamics provided for Bass, Mid, Treble, Sibilance, and Volume:Raw – the raw value tracks very literally with the level.Smoothed – the raw value smoothed a bit, so it’s not so “rough”.Average – the raw value averaged over a small amount of time.Chase – chases the raw value and set to be more/less sensitive to up/down changes.Decay – pushed up by raw level and decays down after a bit if not kept pushed up.Attack – spikes with the initial “hit” of sound, and then decays until the actual level has gotten low enough to allow it to be hit harder again. Great for accenting beats, the hits (but not holds) of chords/notes,or the syllables in words.Access a dynamic’s value by: float value = Bass.Attack;Synesthesure also provides a more fine-grained method for getting audio info:It divides the audio spectrum into 64 frequency “bins”. Further, the spectrum can have a Frequency Response Bands component applied to artisiticly change the audio response curve characteristics for an effect.Dominant Pitch detection moves towards the dominant frequency band.Beat detection works in real-time, and can work with live (streaming) audio.Note: Detection does not look foward in an audio file for "beats", but instead looks at moment-to-moment changes in amplitude.Synesthesure reacts in real-time to audio input, but it can also trigger time-synced events with its Command Events component.––––––––––––––––––––––––––––––––––––––––––––Audio-Reactive Components:These components do not require scripting to use.––––––––––––––––––––––––––––––––––––––––––––PositionModulation – Control an object’s position.ScaleModulation – Control an object’s scale.RotationModulation – Control an object’s rotation.TorqueModulation – Control an object’s torque.LightModulation – Control lights.ColorModulation – Create color output from a color gradient.GradientModulation – Create color output from blending two other gradients.MaterialColorModulation – Create color output from a gradient, and apply it to a *shared* material.AudioSignal – Displays an audio signal using a Line component.AudioSignalArc – Displays an audio signal using a Line component, and draws it in an arc.MeterBars – Displays an audio signal using a prefabs that scale in size.MeterBars – Displays an audio signal using a prefabs that scale in size, and draws them in an arc.ObjectsArrangementModulation – Lays out objects in an arrangement defined by an ObjectsArrangement component.ParticleControl – Control a ParticleSystem component's properties.Demo scenes for all components. PLUS:AudioToVisual Dynamics – Displays all the possible dynamics.MeterBarsScape – Puts together multiple components. Displays an audio signal using a grid of prefabs that scale in size, and create a “landscape” from a scrolling histogram.Physics Box – Demostrates physics forces reacting to music.Energy Arcs – Shader Graph demo - HDRP Visual Effects Graph example.––––––––––––––––––––––––––––––––––––––––––––Live Input (speakers loopback, mic, line-in) tested with:AudioStream [PCM audio for Unity] https://assetstore.unity.com/packages/tools/audio/audiostream-pcm-audio-for-unity-65411