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Audio reactive prefabs for VRChat

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PiMaker/vrc-udon-audio-link

 
 

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Udon AudioLink

A repository of audio reactive prefabs for VRChat, written in UdonSharp

AudioLink is a system that analyzes and processes in-world audio into many different highly reactive data streams and exposes the data to VRChat Udon, world shaders, and avatar shaders.

The per-frequency audio amplitude data is first read briefly into Udon using Unity's GetOutputData. It is then sent to the GPU for signal processing and buffered into a CustomRenderTexture. Then, the CustomRenderTexture is broadcast globally (called _AudioTexture) which can be picked up by shaders both in-world and across all avatars.

2.5 Update is out!

Big changes/additions in 2.5

  • Many many new capabilities that avatar shader creators have been incorporating, so if you want to see the latest & greatest AudioLink avatar shader effects, 2.5 will be a requirement
  • No more limitation on which video player to use!
  • AudioLink audio source input is now way smarter! You can use any audio source whether it is 3D or 2D
  • All shaders used in the repo are now equally compatible in-world and on avatars
  • Increased performance across the board

Big changes for shader developers from 2.4 to 2.5

  • Massive refactoring and restyling of codebase
  • Lots of changes to the AudioLink.gcinc, please see the changelog
  • Amplify shader templates and functions added w/ examples
  • Left + right VU meter data
  • Left + right waveform data
  • Version read
  • FPS read
  • Synced instance time & synced network time! Thanks @cnlohr!

Bugfixes in 2.5

  • AVPro + mono audio output (like a gaming headset) caused audio reactivity to break & log spam
  • Various issues with video players, input methods, and audio sources resolved

Updating to 2.5 (...first time setup? please see next section)

  1. Install the latest VRChat SDK3 and UdonSharp (following their directions)
  2. Close unity
  3. With Windows explorer (NOT within Unity), remove the following files & folders:
    • AudioLink (folder)
    • AudioLink.meta
  4. Reopen unity
  5. Download and install the latest AudioLink release
  6. In scene(s) containing old versions of AudioLink:
    1. Take note of the AudioSource you are using to feed AudioLink
    2. Delete both AudioLink and AudioLinkController prefabs from the scene
    3. Re-add AudioLink and AudioLinkController to the scene by dragging the prefabs from the AudioLink folder in projects (world creators only)
    4. Click the "Link all audio reactive objects..." button on AudioLink inspector panel (world creators only)
    5. Drag the AudioSource you were using previously into the AudioLink audio source parameter
      • NOTE: If you previously used AudioLinkInput, you are welcome to continue doing so, however now in 2.5 AudioLink is much smarter about inputs. Try dragging it straight into the AudioLink / audio source parameter!
  7. If using AudioReactiveObject or AudioReactiveLight components, you will need to manually re-enable the "Audio Data" under AudioLink "experimental" settings. This feature is now considered experimental until VRChat maybe gives us native asynchronous readback.

First time setup

Requirements

Installation

  1. Install VRChat SDK3, UdonSharp, CyanEmu, and the latest release of AudioLInk
  2. Have a look at the example scene, "AudioLink_ExampleScene". It contains a lot of visual documentation of what is going on and includes several example setups. Or cut to the chase:

Getting started

  1. Drag AudioLink into scene
  2. Link audio source by dragging the AudioSource gameobject into AudioLink's audio source parameter
  3. Drag AudioLinkController into scene and drag AudioLink into the controller's "Audio Link" parameter.
  4. Click the "Link all sound reactive objects..." button to link everything up.

Installing to test Avatar projects

  1. Import AudioLink into your avatar project
  2. Drag AudioLinkAvatar prefab into scene with your avatar
  3. Add your favorite music track to test with to your project
  4. Drag your music track from the Project panel into the Hierarchy to create a new AudioSource GameObject
  5. Drag the AudioSource object that was created in the Hierarchy into AudioLinkAvatar/audioSource parameter
  6. Adjust the Gain/Bass/Treble settings on AudioLinkAvatar if necessary
  7. Hit play!

Compatible tools / assets

Thank you

  • phosphenolic for the math wizardry, conceptual programming, debugging, design help and emotional support!!!
  • cnlohr for the help with the new DFT spectrogram and helping to port AudioLink to 100% shader code
  • lox9973 for autocorrelator functionality and the inspirational & tangential math help with signal processing
  • Texelsaur for the AudioLinkMiniPlayer and support!
  • Pema for the help with strengthening the codebase and inspiration!
  • Merlin for making UdonSharp and offering many many pointers along the way. Thank you Merlin!
  • Orels1 for all of the great help with MaterialPropertyBlocks & shaders and the auto configurator script for easy AV3 local testing
  • Xiexe for the help developing and testing
  • Thryrallo for the help setting up local AV3 testing functionality
  • CyanLaser for making CyanEmu
  • Lyuma for helping in many ways and being super nice!
  • ACIIL for the named texture check in AudioLink.cginc
  • fuopy for being awesome and reflecting great vibes back into this project
  • Colonel Cthulu for incepting the idea to make the audio data visible to avatars
  • jackiepi for math wizardry, emotional support and inspiration
  • Barry, OM3, GRIMECRAFT for stoking my fire!
  • Lamp for the awesome example music and inspiration. Follow them!! https://soundcloud.com/lampdx
  • Shelter, Loner, Rizumu, and all of the other dance communities in VRChat for making this

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Audio reactive prefabs for VRChat

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