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sdk_component_audio_reactive_material_renderer [2019/10/31 14:27] 123 |
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The Audio Reactive Material Renderer can be used to render [[sdk_how_to_create_audio_reactive_shaders|audio reactive materials]] to one or more [[https:// | The Audio Reactive Material Renderer can be used to render [[sdk_how_to_create_audio_reactive_shaders|audio reactive materials]] to one or more [[https:// | ||
- | The Audio Reactive Material Renderer receives the audio analysis data (beat detection and energy levels) from the application, | + | The **Audio Reactive Material Renderer** receives the audio analysis data (beat detection and energy levels) from the application, |
- | As an example, this method is used to render the audio reactive visuals displayed on the LED wall behind the DJ booth in the Club and SDK example environments. The Audio Reactive Material Renderer can be tested in the Unity Editor using the Audio Reaction Emulator. | + | As an example, this method is used to render the audio reactive visuals displayed on the LED wall behind the DJ booth in the Club and SDK example environments. The **Audio Reactive Material Renderer** can be tested in the Unity Editor using the [[sdk_testing_audio_reactive_components_in_the_unity_editor|Audio Reaction Emulator]]. |
To be able to switch between different materials when the music’s Energy Level changes, [[sdk asset Program Material Renderer Configuration|Program Material Renderer Configuration]] assets can be used to link a material to a one or more corresponding Energy Levels. | To be able to switch between different materials when the music’s Energy Level changes, [[sdk asset Program Material Renderer Configuration|Program Material Renderer Configuration]] assets can be used to link a material to a one or more corresponding Energy Levels. | ||
- | Please note that the Program Material Renderer Configuration assets added to the Audio Reactive Material Renderer need to cover all of the existing Energy Levels. An error message will be displayed in the inspector if this is not the case. | + | Please note that the Program Material Renderer Configuration assets added to the **Audio Reactive Material Renderer** need to cover all of the existing Energy Levels. An error message will be displayed in the inspector if this is not the case. |
===== Component Properties ===== | ===== Component Properties ===== |