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Question by sproginator · Apr 06, 2015 at 03:53 PM · insantiate

Sound-Based Enemy Spawning

Hello!

I'm looking to create an enemy spawner that spawns an enemy every time the song has a bass note/kick etc. Any ideas? Current spawn script is:

 public Transform spawnSmallEnemy; //Enemy to spawn
     public Transform spawnLargeEnemy; //Enemy to spawn
     public Transform spawnPosition; //Where we spawn from
     public int timeTillSpawn = 0; //Increases to count when we need to spawn next
     public int spawned = 0; //How many enemies have been spawned so far
     public int enemyspawnrate = 300; //The current spawn rate
     public int oldspawnrate = 300; // Let's us store the old spawn rate so we can check if it's changed and stop changing the current rate
     public int newspawnlimit = 20;
     
     void Update()
     {
 
         if (Time.timeScale == 1)
         {
             if (timeTillSpawn >= enemyspawnrate)
             { 
                 Instantiate(spawnSmallEnemy,Random.insideUnitSphere * 10 + transform.position,spawnSmallEnemy.transform.rotation);
                 timeTillSpawn = 0;
                 spawned+= 1;
                 oldspawnrate = enemyspawnrate;
             }
             else
             {
                 timeTillSpawn += 1;
             }
         
             if (spawned == newspawnlimit && oldspawnrate == enemyspawnrate)
             {
                 enemyspawnrate = enemyspawnrate / 2;
                 newspawnlimit = newspawnlimit * 2;
                 Instantiate(spawnLargeEnemy,Random.insideUnitSphere * 10 + transform.position,spawnLargeEnemy.transform.rotation);
             }
 
         }
     }
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Answer by jpthek9 · Apr 06, 2015 at 05:26 PM

You'll need some sort of sound recognition plugin. I don't know of any on the asset store. Maybe write it yourself?

If that's too much work, just hardcode the mechanic in. You can use a coroutine to time the spawns. Note that if framerate drops too low, WaitForSeconds() might not be very accurate and the spawner could get out of sync from the music. It'll help to have the sheet music for this:

 void Start()
 {
 Audio.Play();
 StartCoroutine(Spawner());
 }
 IEnumerator Spawner()
 {
 yield return new WaitForSeconds (5)
 Instantiate(Creep);
 yield return new WaitForSeconds (1)
 Instantiate(Creep);
 yield return new WaitForSeconds (1)
 Instantiate(Creep);
 yield return new WaitForSeconds (1)
 Instantiate(Creep);
 }

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