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A Precise Audio Sequencer for Unity

Discussion in 'Made With Unity' started by Nidre, May 15, 2015.

  1. Nidre

    Nidre

    Joined:
    Dec 12, 2012
    Posts:
    22
    Unity-Audio-Sequencer
    An open source,free and precise audio sequencer for Unity3d

    Basic feature list:
    • Seamless and Stable Audio Sequencer.
    • Stable even in high metronomes.
    • Ability to change Bpm or Sequence at runtime.
    • Works with Unity3D 5+ since it uses OnAudioFilterRead to access Audio Buffer.
    Acknowledgments
    Components
    • Sequencer: Basic and main component that actually plays the audio files.
    • Sequener Group: Manages child sequencers.
    • Sequencer Driver: Manager any list of Sequencer Groups or Sequencers.
    • Sequencer Base: Base class for all of the classes above. Should not be used by itself.
    Repository: https://github.com/Nidre/Unity-Audio-Sequencer
     
  2. soundwav_

    soundwav_

    Joined:
    Apr 23, 2013
    Posts:
    12
    Great sequencer, I've played around with the sample project and I really like it.

    Is there a way to get a callback whenever a specific instrument hits?

    For example, if I want that a collection of sequencers to be the game's background music, and to have the game's lighting to dim or get bright whenever a base-drum is hit.

    Thanks!
     
  3. monkeyThunk

    monkeyThunk

    Joined:
    Oct 6, 2011
    Posts:
    13
    There are two places in Sequencer.cs that are supposed to be checking for the length of the sequence, not the time signature denominator. Currently sequences longer than the value of the signatureLo variable are truncated!

    // if (++_currentStep > signatureLo)
    if (++_currentStep > sequence.Length)

    I was hoping the group would have the option for sequential grouping, not parallel. I'm not quite sure why both the group and the driver are parallel. With a sequential group you get song parts which would be very useful.
     
  4. cyberluke

    cyberluke

    Joined:
    Sep 4, 2016
    Posts:
    10
    Not working with Unity Audio Mixer. Audio Source has to be muted, your Sequencer script plays both _clip and audioSource or something like that. Also it does play at wrong rate and I'm using wav (no compression)