Thanks alot guys ![]()
Big Thanks! And yes, maybe. I was actually not happy with this, because the visuals aren’t properly synched with the audio.
So I really want to do something like that again, probably make some GPU particles dance, But at the moment I am working on something more serious, so I don’t know when I will tackle this again.
Of course, here are some hints:
The Visuals are plain UE4(0 textures used). For the floor I just used a material with very low roughness + some SceneReflectionCaptureThings.
The Bars are just static meshes, that are scaled in Z direction based on the Spectrum/Volume values.
The Material on the Bars is simple as well. I have two ColorParameters that I just Lerp using a gradient mask. Then I multiply the top color with a floatParameter to make it glow(basically any color > 10 makes the material glow). Both ColorParameters and the MultiplierParameter are then used in Blueprints to change their values based on Spectrum Data.
For the music visualization I just used the pluging “AudioVisualization” (I believe) that comes with UE4, you just have to enable it first. Well that can give you spectrum and amplitude information you can plug into the bars(or whatever you want to use to visualize it). Check FFT spectrums on google to get further information on that.
Well, then I just put everything together in a blueprint and hooked up some custom timings to change visuals and not make it boring over the song duration.