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Audio analysis (pre-processing) for gameplay/level generation synched with the user's music

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Uploaded by on Aug 30, 2010

This is a new library I've been working a lot on lately: I've decided to stop playing with Xbox's Media lib which allowed only real time music data gathering and switched to PC only using the awesome media library Bass.Net.

I can now completely analyze the audio data of a song within only a couple of seconds, and generate gameplay/levels based on that data (like AudioSurf for instance)

Here's a video of my peak detection algorithm results, where each peaks has been plotted on a scrolling chart and a spectrum bar chart (everything is pre-processed, even the spectrum) then synchronized with the same music playing normally.

I divided the audio frequencies into 8 different bands, which is mroe than enough for me to create interesting gameplay decisions/events based on that.

This will be used in my next game :) (which will be PC only due to this feature)

Music used in this video:



- Mattias Häggström Gerdt - Richard's T-Shirt (anosou.com)
- I'VE MAED A SONG WITH ZOMB1ES IN IT!!1 - Jamezila (ska-studios.com)
- Pot Hocket - Sleep, My Sephy (Judgment Day) (http://ocremix.org/artist/4721/pot-hocket)

Category:

Music

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License:

Standard YouTube License

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  • Interesting stuff, I think it would be great on XBLIG, too bad it isn't possible.

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