音乐的音调检测
Pitch Detection for Music
我正在创建一个基于节奏的音乐游戏,您应该(理论上)可以在其中选择您喜欢的任何歌曲。这是在 Unity(5.4.1) 中使用 C# 创建的。
实时检测到歌曲的音调并通过可视化工具显示给用户。
我遇到的问题是我创建了一个可视化工具,但这几乎无法显示更高音调的音符。我担心这是因为(与大多数音乐一样)同时播放多个音高(为了测试,我在等待音响师给我音乐时使用 Darude Sandstorm)。最终,我希望这个音高检测能够告诉用户是敲高音、中音还是低音。
我试过使用
GetComponent<FFT>().PitchValue;
和
AudioListener.GetSpectrumData(2048, 0, FFTWindow.Hamming);
我想担心的是无法同时播放多个音高的歌曲(即低音覆盖高音)。
我很想听听任何建议,或者知道是否有人克服了类似的问题。
这是我现在正在使用的示例,我尝试了多种不同的在线解决方案(一些信息实际上来自注释代码中链接的教程),我打算完全如果我继续走这条路,请参考(我已经在这个兼职工作了几个星期了)。它是一个漂亮的可视化工具,但我似乎无法充分利用它。这作为一个没有 if else 语句的可视化工具效果很好,这正是我目前正在做一些试验和错误的地方。我正在关注 this tutorial
//the class{
using UnityEngine;
using System.Collections;
public class soundspectrume : MonoBehaviour {
public GameObject prefab; // the cube prefab
public int numberOfObjects = 25; // number of cubes to make visualizer
public float radius = 5f; // radius of circle
public GameObject[] cubes; //array of the created cubes
public float PitchValue;
public Color mycolour;
void Start()
{
PitchValue = GameObject.Find("Main Camera").GetComponent<FFT>().PitchValue;//this declares the pitch value but it will always be 0 as it is declared before the musics intro on start
for (int i = 0; i < numberOfObjects; i++) //loop to create the cubes
{
float angle = i * Mathf.PI * 2 / numberOfObjects;
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius; // this code is from unity docs https://docs.unity3d.com/Manual/InstantiatingPrefabs.html
Instantiate(prefab, pos, Quaternion.identity); //instanciate's cubes
}
cubes = GameObject.FindGameObjectsWithTag("cube");
}
// Update is called once per frame
void Update () {
PitchValue = GameObject.Find("Main Camera").GetComponent<FFT>().PitchValue;
print(PitchValue);
float[] spectrum = AudioListener.GetSpectrumData(2048, 0, FFTWindow.Hamming); // always move sample to power of 2, max will make cubes move without punch lower numbers less control.
for (int i = 0; i < numberOfObjects; i++)
{
if (PitchValue <= 200)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 500; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
else if (PitchValue >= 201)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 1; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
else if (PitchValue >= 500)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 100; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
}
}
}
Attached image with some of the pitch output values printed
感谢您到目前为止的评论,抱歉我没有在开始时附上这个
万一外面有人在做类似的事情,我设法在音高分开时使用数组访问 FFT 频谱数据。
欢迎所有反馈。
我通过学习 FFT 的工作原理(强烈推荐可汗学院)和找到这个很棒的视频 - https://www.youtube.com/watch?v=V_8JSWVT36k 在其中他用 JS 做了同样的事情,我发现了这一点。
using UnityEngine;
using System.Collections;
public class SPECTRUMANALYZER : MonoBehaviour
{
void Update( )
{
float[] spectrum = new float[1024];
AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular );
float l1 = spectrum [0] + spectrum [2] + spectrum [4];
float l2 = spectrum [10] + spectrum [11] + spectrum [12];
float l3 = spectrum[20] + spectrum [21] + spectrum [22];
float l4 = spectrum [40] + spectrum [41] + spectrum [42] + spectrum [43];
float l5 = spectrum [80] + spectrum [81] + spectrum [82] + spectrum [83];
float l6 = spectrum [160] + spectrum [161] + spectrum [162] + spectrum [163];
float l7 = spectrum [320] + spectrum [321] + spectrum [322] + spectrum [323];
Debug.Log(l7);
GameObject [] cubes = GameObject.FindGameObjectsWithTag("CUBE");
for( int i = 1; i < cubes.Length; i++ )
{
switch (i)
{
case 1:
cubes[i].gameObject.transform.localScale = new Vector3(1, l1 * 100, 0.5f); // base drum
break;
case 2:
cubes[i].gameObject.transform.localScale = new Vector3(1, l2 * 200, 0.5f); // base guitar
break;
case 3:
cubes[i].gameObject.transform.localScale = new Vector3(1, l3 * 400, 0.5f);
break;
case 4:
cubes[i].gameObject.transform.localScale = new Vector3(1, l4 * 800, 0.5f);
break;
case 5:
cubes[i].gameObject.transform.localScale = new Vector3(1, l5 * 1600, 0.5f);
break;
case 6:
cubes[i].gameObject.transform.localScale = new Vector3(1, l6 * 3200, 0.5f);
break;
case 7:
cubes[i].gameObject.transform.localScale = new Vector3(1, l7 * 6400, 0.5f); //*tsk tsk tsk
break;
}
}
}
}
我正在创建一个基于节奏的音乐游戏,您应该(理论上)可以在其中选择您喜欢的任何歌曲。这是在 Unity(5.4.1) 中使用 C# 创建的。
实时检测到歌曲的音调并通过可视化工具显示给用户。
我遇到的问题是我创建了一个可视化工具,但这几乎无法显示更高音调的音符。我担心这是因为(与大多数音乐一样)同时播放多个音高(为了测试,我在等待音响师给我音乐时使用 Darude Sandstorm)。最终,我希望这个音高检测能够告诉用户是敲高音、中音还是低音。
我试过使用
GetComponent<FFT>().PitchValue;
和
AudioListener.GetSpectrumData(2048, 0, FFTWindow.Hamming);
我想担心的是无法同时播放多个音高的歌曲(即低音覆盖高音)。
我很想听听任何建议,或者知道是否有人克服了类似的问题。
这是我现在正在使用的示例,我尝试了多种不同的在线解决方案(一些信息实际上来自注释代码中链接的教程),我打算完全如果我继续走这条路,请参考(我已经在这个兼职工作了几个星期了)。它是一个漂亮的可视化工具,但我似乎无法充分利用它。这作为一个没有 if else 语句的可视化工具效果很好,这正是我目前正在做一些试验和错误的地方。我正在关注 this tutorial
//the class{
using UnityEngine;
using System.Collections;
public class soundspectrume : MonoBehaviour {
public GameObject prefab; // the cube prefab
public int numberOfObjects = 25; // number of cubes to make visualizer
public float radius = 5f; // radius of circle
public GameObject[] cubes; //array of the created cubes
public float PitchValue;
public Color mycolour;
void Start()
{
PitchValue = GameObject.Find("Main Camera").GetComponent<FFT>().PitchValue;//this declares the pitch value but it will always be 0 as it is declared before the musics intro on start
for (int i = 0; i < numberOfObjects; i++) //loop to create the cubes
{
float angle = i * Mathf.PI * 2 / numberOfObjects;
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius; // this code is from unity docs https://docs.unity3d.com/Manual/InstantiatingPrefabs.html
Instantiate(prefab, pos, Quaternion.identity); //instanciate's cubes
}
cubes = GameObject.FindGameObjectsWithTag("cube");
}
// Update is called once per frame
void Update () {
PitchValue = GameObject.Find("Main Camera").GetComponent<FFT>().PitchValue;
print(PitchValue);
float[] spectrum = AudioListener.GetSpectrumData(2048, 0, FFTWindow.Hamming); // always move sample to power of 2, max will make cubes move without punch lower numbers less control.
for (int i = 0; i < numberOfObjects; i++)
{
if (PitchValue <= 200)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 500; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
else if (PitchValue >= 201)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 1; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
else if (PitchValue >= 500)
{
Vector3 previousscale = cubes[i].transform.localScale;
previousscale.y = spectrum[i] * 100; //take spectrum number and multiply, higher frequency songs will need greater multiplier
cubes[i].transform.localScale = previousscale;
}
}
}
}
Attached image with some of the pitch output values printed
感谢您到目前为止的评论,抱歉我没有在开始时附上这个
万一外面有人在做类似的事情,我设法在音高分开时使用数组访问 FFT 频谱数据。
欢迎所有反馈。
我通过学习 FFT 的工作原理(强烈推荐可汗学院)和找到这个很棒的视频 - https://www.youtube.com/watch?v=V_8JSWVT36k 在其中他用 JS 做了同样的事情,我发现了这一点。
using UnityEngine;
using System.Collections;
public class SPECTRUMANALYZER : MonoBehaviour
{
void Update( )
{
float[] spectrum = new float[1024];
AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular );
float l1 = spectrum [0] + spectrum [2] + spectrum [4];
float l2 = spectrum [10] + spectrum [11] + spectrum [12];
float l3 = spectrum[20] + spectrum [21] + spectrum [22];
float l4 = spectrum [40] + spectrum [41] + spectrum [42] + spectrum [43];
float l5 = spectrum [80] + spectrum [81] + spectrum [82] + spectrum [83];
float l6 = spectrum [160] + spectrum [161] + spectrum [162] + spectrum [163];
float l7 = spectrum [320] + spectrum [321] + spectrum [322] + spectrum [323];
Debug.Log(l7);
GameObject [] cubes = GameObject.FindGameObjectsWithTag("CUBE");
for( int i = 1; i < cubes.Length; i++ )
{
switch (i)
{
case 1:
cubes[i].gameObject.transform.localScale = new Vector3(1, l1 * 100, 0.5f); // base drum
break;
case 2:
cubes[i].gameObject.transform.localScale = new Vector3(1, l2 * 200, 0.5f); // base guitar
break;
case 3:
cubes[i].gameObject.transform.localScale = new Vector3(1, l3 * 400, 0.5f);
break;
case 4:
cubes[i].gameObject.transform.localScale = new Vector3(1, l4 * 800, 0.5f);
break;
case 5:
cubes[i].gameObject.transform.localScale = new Vector3(1, l5 * 1600, 0.5f);
break;
case 6:
cubes[i].gameObject.transform.localScale = new Vector3(1, l6 * 3200, 0.5f);
break;
case 7:
cubes[i].gameObject.transform.localScale = new Vector3(1, l7 * 6400, 0.5f); //*tsk tsk tsk
break;
}
}
}
}