# Revive an old waveform visualizer

i found an old waveform visualizer that i thought would look cool for something im making but i dont know java. Any help is appreciated.

this was made in 2012 and is pretty outdated. I would fix it myself, but i dont know how. (new to unity)

```
#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
}
}
```

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