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**closed**Feb 21, 2017 at 09:53 PM by LOYALCHILD for the following reason:

Wrong room

# Revive an old waveform visualizer in java

I'm fairly new to unity and need some help with reviving some old code from around 2012. Its doesn't seem to hard to bring it up to date, but I have *NO* knowledge in java what so ever.

```
#pragma strict
var scale : float; //Scale along x (length)
var yScale : float = 1; //Scale of all frequency-based motion on the y
var scaleOffset : float; //Scaling of sine waves
var speedOffset : float = 8; //Speed of sine waves
var minSin : float; //Minimum amplitude multiplier of sine waves.
var channel : int; //Which channel to pull audio from (0 or 1)
var numSamples : int; //Number of samples to take from audio
var ad : AudioSource; //AudioSource to pull data from
var sineFade : float; //Number of points along lineRenderer it takes for sine wave to fade out
private var fCur : float[]; //Current frequency value (per vertex)
private var fMax : float[]; //Target frequency value (per vertex)
private var spectrum : float[]; //Arrat to store spectrum data from audio
private var rmsValue : float;
private var volume : float[]; //Array to store outpu data in for calculating volume
private var mMax : float; // Target value for sine amplitude multiplier
private var mCur : float = 0; //Current value for sine amplitude multiplier
var renderers : LineRenderer[];
function Start () {
//Allocate arrays
volume = new float[numSamples];
spectrum = new float[numSamples];
fCur = new float [numSamples];
fMax = new float [numSamples];
for(var l : LineRenderer in renderers){
l.SetVertexCount (numSamples);
l.useWorldSpace = false;
}
}
function Update () {
/**Get volume - Thank you to Aldo Naletto on Unity Answers**/
ad.GetOutputData(volume, channel); // fill array with samples
var p: int;
var sum: float = 0;
for (p=0; p < numSamples; p++){
sum += volume[p]*volume[p]; // sum squared samples
}
rmsValue = Mathf.Sqrt(sum/numSamples); // rms = square root of average
rmsValue = Mathf.Max(rmsValue, .3);
/***********************************************************/
//Get Spectrum data
ad.GetSpectrumData(spectrum, channel, FFTWindow.Rectangular);
/**Transform sine amplitude multiplier towards target**/
//Multiplier is based on the frequency of the first data point as well as the overall volume
mMax = Mathf.Max(mMax, rmsValue*.5 + spectrum[0]*.5);//We want to hit the highest value, so compare current target with new data point
var mDif : float = Mathf.Sign(mMax - mCur); //Get direction of difference between target and current
mCur = Mathf.Clamp(mCur + mDif*Time.deltaTime*5, minSin , mMax); //Transform towards target
//If we have surpassed the target, start lowering it
if(mCur >= mMax){
mMax -= Time.deltaTime;
}
//Set the multiplier
//(It's also a sine to add to the pulsing effect)
var sc : float = Mathf.Sin(Time.time*speedOffset)*mCur*scaleOffset;
/*********************************************************/
//Iterate through each sample and linerenderer point
for(var i : int = 0; i < numSamples; i++){
//Move along x plane based on scale
var x : float = scale*i;
//Move last segment out into the distance to make beam look longer
if(i == numSamples-1){
x+=400;
}
//Get spectrum data for current index. Multiply in scale and volume.
var y : float = spectrum[i]*rmsValue*2*yScale;
//Transform y value towards target
fMax[i] = Mathf.Max(fMax[i], y); //Same as above we want the highwest point, so wither the current target or the new data
//Transform towards target
if (fCur[i] > fMax[i]){
fCur[i] = Mathf.Clamp(fCur[i] - Time.deltaTime*60*rmsValue*5, fMax[i], fCur[i]);
} else {
fCur[i] = Mathf.Clamp(fCur[i] + Time.deltaTime*100*rmsValue*5, fCur[i] , fMax[i]);
}
fMax[i] -= Time.deltaTime*60; //Lower our max over time
y = fCur[i]; //Set the y value
// Apply Sine Wave
var seg : float = numSamples; //Convert to float for division
var segval : float = (sineFade-i)/sineFade; //How far are we from center?
segval = Mathf.Max(segval,.15); //Minimum value
var y2 = Mathf.Sin(x+Time.time*speedOffset)*(segval*sc); //Get sine based on multiplier
y+= y2; //Add sine value to existing value
//Apply calculated position to current point in Linerenderer
for(var l : LineRenderer in renderers){
l.SetPosition (i,new Vector3(x,y,0));
}
}
for(var l : LineRenderer in renderers){
l.gameObject.renderer.material.mainTextureOffset.x-=Time.deltaTime*20*mCur; //scroll material over time
}
}
```

Any help is better than no help. Thanks in advance!

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