using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MultiSourceAudioVisualizer : MonoBehaviour
{
public GameObject[] Visualizer; // Array of visualizer bars
public float smoothingSpeed = 5f; // Controls how fast the visualizer responds
private float[] spectrumData = new float[64]; // Raw spectrum data
private float[] smoothedSpectrumData = new float[64]; // Smoothed spectrum data
public float visualizerScale = 5f; // Controls how much the bars scale
public LayerMask audioSourceMask; // Layer mask to filter the audio sources
void Update()
{
// Reset spectrumData to zero at the start of each frame
for (int i = 0; i < spectrumData.Length; i++)
{
spectrumData[i] = 0f;
}
// Find all AudioSource objects in the scene
AudioSource[] audioSources = FindObjectsOfType<AudioSource>();
// Loop through all AudioSources and accumulate their spectrum data
foreach (AudioSource audioSource in audioSources)
{
if (audioSource.isPlaying && !audioSource.mute)
{
// Create a temporary array to store the spectrum data of each source
float[] tempSpectrum = new float[spectrumData.Length];
audioSource.GetSpectrumData(tempSpectrum, 0, FFTWindow.Rectangular);
// Add the spectrum data of this source to the overall spectrum data
for (int i = 0; i < spectrumData.Length; i++)
{
spectrumData[i] += tempSpectrum[i];
}
}
}
// Process and visualize the accumulated spectrum data
for (int i = 0; i < Visualizer.Length; i++)
{
// Smooth out the spectrum data
smoothedSpectrumData[i] = Mathf.Lerp(smoothedSpectrumData[i], spectrumData[i], Time.deltaTime * smoothingSpeed);
// Scale the visualizer bars based on the smoothed spectrum data
float newYScale = Mathf.Lerp(0.1f, visualizerScale, smoothedSpectrumData[i] * 100); // Adjust scaling factor as needed
Vector3 newScale = Visualizer[i].transform.localScale;
newScale.y = newYScale;
Visualizer[i].transform.localScale = newScale;
}
}
}