đĩAudio Sample
Sample a region of audio frequencies to drive motion
Use this behavior to generate audio amplitude from a range of frequencies to drive audio-reactive behaviors. This requires an Audio Spectrum to provide the spectrum data for calculation.

Audio Sample Editor
Select the object to view its settings in the Inspector.

For common features, please see Menu Bar and Update Settings.
Spectrum
Assign the Audio Spectrum to provide spectrum data for this sample.
Mode
Average: calculates the average amplitude value over the frequency range.
Maximum: returns the maximum value over the frequency range.
Register
If this button appears, click it to register this Audio Sample to receive data from the Audio Spectrum. This might occur if the Audio Spectrum reference has been changed.
Frequency Range
Set the range of frequencies to sample, from about 20Hz to 20000Hz.
Example Ranges
Each audio track will vary, however as a general guide for frequencies:
Sub Bass: 0 - 30Hz
Kick Drum: 80 - 120Hz
Mid Range: 800 - 1200Hz
High Range: 1500 - 3000Hz
To help identify active frequency ranges in the audio, use the graph display in Audio Spectrum and adjust the range to preview.
Threshold
Sets the minimum amplitude or lower threshold (RMS) for detecting changes in amplitude. Everything below this level is ignored.
Use Threshold similar to a gate filter, only reacting to spikes in the audio above the minimum audio range. This is helpful to filter out low level noise and isolate specific instruments.
Decay Rate
Sets time in seconds for amplitude to decrease, effectively applying temporal smoothing. Set to 0 to disable.
Use this to sustain audio-reactive hits a bit longer after the initial impulse of an increase in amplitude. Since spectrum data can by very dynamic and change dramatically from one frame to the next, this helps stabilize amplitude values over time.
Multiply
Scales the final amplitude.
Use Multiply to overall increase or decrease the intensity of the amplitude calculated.
Apply to Scale
Scales the current object by the final amplitude. This is primarily a preview function however may be used in production as well.
Set Shader Property
If enabled, the named global property is set with the current amplitude on each update affecting all shaders with the named property.

This is an efficient way to animate properties across all materials using specific shaders.
Use Baked Data
Audio sampling data may be "baked" meaning that its values are recorded and stored for subsequent replays without reprocessing audio. This may be advantageous for performance and to overcome any limitations with real-time audio processing and target devices.

Start Baking
Click to enable recording of data for the Audio Sample. The UI displays in red while capturing.

Data is only recorded when Timeflow is played in edit mode.
To record data, rewind Timeflow and play it from the beginning (while still in edit mode). Data is only recorded on the frames played. Any areas of the timeline not capture are left empty and have no effect during playback.
Click Stop Baking when done recording. The baked data is now used in place of audio sampling as long as Use Baked Data is enabled.
Start / Stop All
Use these buttons to enable / disable recording on all instances of Audio Sample in the scene.
Turn Off All
Disables Use Baked Data for all Audio Sample instances in the scene.
Clear All
Clears all baked data and turns off Used Baked Data for all Audio Sample instances.
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