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using UnityEngine;
using System.Collections;
public class Main : MonoBehaviour
{
public const int BUFFERS = 1;
public const int SCALE = 1024;
public FFTWindow window = FFTWindow.BlackmanHarris;
public static FFTWindow fft_window = FFTWindow.BlackmanHarris;
private static float[] _fft_uniform;
public Material inspector_material;
public ProceduralShape display_object;
void Awake()
{
_fft_uniform = new float[1000];
FFT.Initalize();
}
void Start()
{
}
void FixedUpdate()
{
fft_window = window;
if (Buffers.Allocated())
{
FFT.FixedUpdate();
SetFFTUniforms();
}
}
private void SetFFTUniforms()
{
for(int i = 0; i < _fft_uniform.Length; i++)
{
_fft_uniform[i] = FFT.spectrum[0][i];
}
display_object.material.SetFloatArray("_FFT", _fft_uniform);
// Materials.display.SetFloat ("_Frame", (float)Time.frameCount);
// Materials.display.SetFloat ("_Amplitude", Mathf.Clamp01(amplitude));
// Materials.display.SetFloat ("_Scale", Mathf.Clamp01(amplitude));
}
public static void OnApplicationQuit()
{
}
}