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Reaktion

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Reaktion is an audio reactive animation toolkit for Unity.

License

Copyright (C) 2013-2015 Keijiro Takahashi

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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reaktion's Issues

Documentation

Hi is there any documentation or tutorial on how to implement this?

Not an issue - need help adapting for mic input in Tilt Brush

Hi - Hope you can help. Would like to use the Tilt Brush version of this (in Unity) for microphone input, but it is set for internal audio source. I have a show in our planetarium next week, already using Lasp for part of it, but I am not a C# coder to adapt TB visualizer input to take the microphone. Any tips? A line of code?

Starting Mic failed on Unity5.4 (Kinect Mic array) as input

Hello , i am getting this error with kinect array of microfones:

Starting Microphone failed. result=25 (Unsupported file or audio format. )
UnityEngine.Microphone:Start(String, Boolean, Int32, Int32)
Reaktion.GenericAudioInput:StartInput() (at Assets/Reaktion/Utility/GenericAudioInput.cs:62)
Reaktion.GenericAudioInput:Awake() (at Assets/Reaktion/Utility/GenericAudioInput.cs:42)

Vive Microphone input lag when building for Windows in Unity 2017.2.0f3

In editor the Vive mic input is almost instant, same for the reactive animation. But when building (windows standalone 64) there is almost 1 second lag between input and reaction, and sometimes even an "echo" artifact, the input being repeated twice, can't find a way to debug this. Is it a known issue?
I've tried all latency settings, different sample rates, only one recording device active in Windows, tweaked SteamVR audio settings, same results.

For example building with 5.3.5 doesn't causes this problem, Vive mic is always super reactive, no matter what.

It might be how Unity 2017 handles default recording inputs or something in the player settings. Any ideas?

Thanks!

All sample scenes is not working on Unity 5

Unity5でこのレポジトリのサンプルのシーンを動かそうとすると、すべてのシーンで「The referenced script on this Behaviour is missing」というwarningが出て、動きません。原因がわかったら嬉しいです。よろしくお願い致します。

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