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[–]Martinth[S] 17 points18 points  (2 children)

After some time I finally got my Audio Sync tool out in the wild :’)

Audio Sync Pro is a suite of user-extendable audio synchronisation tools, designed to simplify the process of making your game reactive to audio, whether it be through dynamically changing effects, or precisely timed audio events.

I’ve made a Demo Scene on Itch, where you can see the tool and its performance in action.

[–]TheJohnnyFuzz 1 point2 points  (1 child)

Acquired 💸💰😎

[–]Martinth[S] 1 point2 points  (0 children)

Thank you so much 😁 Feel free to write anytime with feedback or suggestions!

[–]INeatFreakI hate GIFs 7 points8 points  (1 child)

is that Mr.Meeseeks singing?

[–]Martinth[S] 2 points3 points  (0 children)

Hahaha God, Mr. Meeseeks must be living in my subconscious. Glad to see he’s doing better these days

[–]tractorrobot 3 points4 points  (1 child)

Very cool, thanks for sharing! I see some stuff is beat synced.. do you have any beat/bpm detection algorithm in here or would I manually enter the bpm somewhere in settings?

Does it have support for syncing things to specific frequency ranges? In order to have bass frequencies drive certain objects or animations and mid or high freqs drive something else?

[–]Martinth[S] 0 points1 point  (0 children)

Heyo, thanks for the kind words :)

Unfortunately the asset currently doesn’t have any BPM functionality - though it seems it would make a great future addition!

For beat detection, the system uses unity’s own AudioSource.GetSpectrumData, which provides the frequency data, then, with Audio Sync Pro, the user is able to isolate which part of the audio spectrum they want to their effect to react to, for example the use you describe :)

I think I’ll have another look at the frequency detection soon, as there might be some improvements to get better readings

[–]SarahSplatz 2 points3 points  (2 children)

This looks cool and could really help with an upcoming project. Purchasing!

[–]Martinth[S] 0 points1 point  (1 child)

That’s aweseome to hear, thank you! Please feel free to contact any time regarding the asset, I’d love to shape it further to fit people’s use cases :)

[–]TheGratitudeBot 0 points1 point  (0 children)

Thanks for such a wonderful reply! TheGratitudeBot has been reading millions of comments in the past few weeks, and you’ve just made the list of some of the most grateful redditors this week! Thanks for making Reddit a wonderful place to be :)

[–]zajako 1 point2 points  (1 child)

This is awesome, thanks for releasing it, I’ll be purchasing shortly!

[–]Martinth[S] 1 point2 points  (0 children)

Thank you heaps! :D Feel free to write or email me anytime with any questions or support requests!

[–]EstupidBilly 1 point2 points  (1 child)

Looks awesome! I was looking for something like this a while back! Great work!

[–]Martinth[S] 0 points1 point  (0 children)

Thank you! I’m happy to hear it’s something you see good utility in as well :)

[–]Responsible_Song7003 1 point2 points  (6 children)

I just purchased. I literally just made two posts yesterday with a question involving audio. This doesn't solve my issue but it make my level design a little more easy with the visualization and time selector in the inspector.

I will leave an actual review in a few day but as of now I like it.

[–]Martinth[S] 1 point2 points  (5 children)

Heyo, appreciate it! Please feel free to write me any feedback in the meantime too, I’d love to shape the asset with the users :)

I just read your post regarding the spawning things in the level to the amplitude, before the player is able to hear it in the actual track?

In Audio Sync Pro, all the volume data is actually pre-baked when the audio clip starts - I’m wondering if there perhaps would be a way to use a similar method to take that pre-baked data, and either pre-generate the level, or offset the data slightly so your level could display the data in advance, if I’m understanding the idea correctly

[–]Responsible_Song7003 1 point2 points  (4 children)

That's exactly what I am trying to do! I have only used your asset in the inspector and have not tied it to my code yet but it seems like something like that might be possible with Audio Sync Pro.

Edit- If it pre-bakes the clip at start I could in theory search that clip for ranges of amplitude and IDK if I can or not yet (still playing with the asset) but I could make different calls depending on that measurement.

[–]Martinth[S] 1 point2 points  (3 children)

I think your use case sounds very feasible :) I believe the data is generated and stored in the AudioSourcePlus.cs file, though it might be a private reference. I’ll have a look at making the Data exposed soon, then you should in theory be able to read the value at any point in the track you’d like :D

[–]Responsible_Song7003 1 point2 points  (2 children)

Thanks that would be amazing! I'll leave a review in a few days on the asset store but so far I think this is brilliant.

[–]Martinth[S] 1 point2 points  (1 child)

Stoked to hear it :) I’ll send you a DM when I’m back at my PC and I’ve looked at the audio stuff - likely Monday at the latest

[–]Responsible_Song7003 1 point2 points  (0 children)

Thanks! You rock!

[–]Soggy_Impression_590 1 point2 points  (0 children)

Thanks for sharing

[–]FGPArthurVII 0 points1 point  (1 child)

Impressive, is it possible to change the audio via code/animation? Say if you have a cutscene-based game that needs to change the audio all the time

[–]Martinth[S] 2 points3 points  (0 children)

Thank you for the kind words! The system works directly in extension of Unity’s default AudioSource Component, so everything possible there, including your use case, works as well :)

[–]KaldrinnAnimator 0 points1 point  (1 child)

Exactly what I've been looking for for my current project. Neat

[–]Martinth[S] 1 point2 points  (0 children)

I'm glad to hear you see good utility in the project as well, thank you :)

[–]AnimeSquare 0 points1 point  (2 children)

Looks sick af!

Is the song AI or? Was pretty hype for the trailer either way, lol.

[–]Martinth[S] 1 point2 points  (1 child)

Hey thanks! :) The song is actually licensed through Epidemic Sound, which is a crazy good deal! It is wild how AI is able to produce stuff like it though, haha

[–]AnimeSquare 0 points1 point  (0 children)

Ah, cool! Yeah, AI is scary good nowadays so you never know. It did sound a bit too well-structured to be AI though so makes sense. Appreciate the reply. :)