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View Code? Open in Web Editor NEWReal-time and Preprocessed Audio Analysis for Onset Detection (Beat Mapping) Using Spectral Flux
License: MIT License
Real-time and Preprocessed Audio Analysis for Onset Detection (Beat Mapping) Using Spectral Flux
License: MIT License
Hello ,I have a questions , that is how to setting spectrum sample step , and I found in this code
int spectrumSampleSize = 1024;
int iterations = preProcessedSamples.Length / spectrumSampleSize;
why iterations = preProcessedSamples.Length / spectrumSampleSize ?
this mean if I set spectrumSampleSize to 4096 , iterations will reduce.
Shouldn't the number of iterations be determined based on the step size and time? I'm sorry, I'm not very familiar with the principles of music data processing.
I have used your SpectrazlFluxAnalyser and i don't understand why I have never peak
FLIX prunedSpectralFlux | spectralFlux| threshold|Window start time | window end time | window diff time | peak \
FLUX 0.002386421 | 0.415312 | 0.4129256 | 0.1013333 | 0.912 | 0.8106667 | False |
FLUX 0.1048805 | 0.5399711 | 0.4350906 | 0.1653333 | 0.976 | 0.8106667 | False |
FLUX 0.02164552 | 0.4550485 | 0.433403 | 0.208 | 0.01866667 | -0.1893333 | False |
FLUX 0.07093194 | 0.5028276 | 0.4318956 | 0.208 | 0.04 | -0.168 | False |
FLUX 0.3509955 | 0.8292332 | 0.4782377 | 0.3146667 | 0.1253333 | -0.1893333 | False |
FLUX 0.00860393 | 0.5118882 | 0.5032843 | 0.336 | 0.168 | -0.168 | False |
FLUX 0.09828925 | 0.6198775 | 0.5215883 | 0.464 | 0.2746667 | -0.1893333 | False |
FLUX 0.00403893 | 0.5217324 | 0.5176935 | 0.4853333 | 0.3173333 | -0.168 | False |
FLUX 0.1595938 | 0.6879836 | 0.5283898 | 0.5493333 | 0.36 | -0.1893333 | False |
FLUX 0.08826494 | 0.6299612 | 0.5416963 | 0.592 | 0.4026667 | -0.1893333 | False |
FLUX 0.07798195 | 0.6537804 | 0.5757985 | 0.6133333 | 0.424 | -0.1893333 | False |
And How I convert spectrum to Frequency Hertz?
Hi thanks for the script. It works great.
This is not really an issue but a question about how I might send peak and flux points with a timestamp to a text file.
I'm hoping to use this info in a Unity timeline and kludge up a .playable file.
I've tried Debug.Log(pointInfo[i].spectralFlux); in updatePlot and I can see a logSample function in the Spectral.cs script but it is not plugged in.
Thanks for any suggestions. Cheers
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