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Version: 10.0

AL Spectrum

This module allows you to have a fancy spectrum of varying styles that appear with your Audio. It is projected onto the UV of your choice and can be scaled to a desired width and height.

Demonstration of AL Spectrum in Bilaterial mode projecting across a custom UV1 layout on the Suit. (Un-mute to hear sound)

Positioning

tip

AL Spectrum supports the Raycast feature, which allows you to visually position the AL Spectrum on your Model without having to second-guess its exact UV coordinates.

To use this feature, edit the AL Spectrum on your Material directly from the Mesh as shown here:

Left-Click on the Raycast button to enable the feature. Hover the Mouse over your Mesh to position it, then Left-Click again to finalize your placement.

UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3/Panosphere/World Pos/Local Pos/Polar UV/Distorted UV

Choice of UV to use for your Spectrum. You will most likely be configuring this for your specific mesh.

Position

  • Type: Float2
    • Default: X = 0.5, Y = 0.5

Adjusts the Position of the Spectrum's projection on the model's UV space. The Position is based off of the direct center of the projection plane.

AxisFunction
XPosition on the UV's X-axis (Left -> Right)
YPosition on the UV's Y-axis (Bottom -> Top)

Rotation

  • Type: Float, Range: 0.0 - 360.0

Rotation of the Spectrum's projection in degrees.

Rotation Speed

  • Type: Float

Consistent rotation speed of the Spectrum's projection. A value of 1 will result in a complete 360° rotation of the Spectrum every 20 seconds.

Scale

  • Type: Float2
    • Default: X = 0.5, Y = 0.5

Adjusts the overall scale of the Spectrum's projection on the X and Y axis.

Side Offset

  • Type: Vector4

How much scale offset to define on each side of the Spectrum's projection.

Mirrored UV Mode

  • Type: Dropdown, Options: Off/Flip/Left Only/Right Only/Flip Right Only

This option allows you to place the AL Spectrum projection on Meshes that have problematic overlapping UVs, where two or more UV islands stack above each other. Use this to put it on just one side, or flip them on one side as well.

info

If your AL Spectrum appears normally in the intended location without it appearing in another area, you shouldn't need to use this setting!

While models with Overlapping UVs are becoming less and less common, there are still many models out there that suffer from this mistake. Only use this setting if this is the case on your end.

Symmetry Mode

  • Type: Dropdown, Options: Off/Symmetry/Flipped

This setting will divide the UV down the Center (at X = 0.5) and puts the AL Spectrum on Both Sides of the Symmetry, like a mirror. This only works on models that have a perfectly symmetrized UV layout.

Tiled

  • Type: Toggle

Whether or not the AL Spectrum should be tiled. By default, AL Spectrum is not tiled.

Spectrum

UV Mode

  • Type: Dropdown, Options: Normal/Circle
    • Default: Normal

Choice of UV projection of your Spectrum.

  • Normal is the standard default mode, projected flat on the UV from left to right.
  • Circle turns it into a more circular-shaped Spectrum while projected on your UV. It is centered by default.

Circle Dimensions

  • Type: Float4
    • Default: X = 0, Y = 1, Z = 0, W = 1
    • Conditional: Requires UV Mode set to Circle

Adjusts the radius and dimension of the Circle Spectrum, if used.

AxisFunction
XMinimum size of the Circle Spectrum starting from the direct center of the projection
YMaximum size of the Circle Spectrum
ZMinimum radial clipping (pie-cut) of the Circle Spectrum
WMaximum radial clipping (pie-cut) of the Circle Spectrum

Line Width

  • Type: Float, Range: 0.0 - 1.0
    • Default: 1.0

How large the width of the Spectrum should be across the projection.

  • A value of 1 will present ignored width and lock it to remain on the bottom-edge of the projection, resulting in a standard spectrum with empty space overhead.
  • A value less than 1 will result in a change in the Spectrum's width across the projection. This makes it use the entire space, like wavelengths. The locations of where the Bands will move to and from are as it follows:
    • Top-edge = Full Audio
    • Bottom-edge = No Audio

Bilateral Mode

  • Type: Toggle

Switches the AL Spectrum to appear in a more bilateral appearance, which will essentially mirror the Spectrum on both sides of the horizontal pivot. This will also change the Spectrum's pivot to the center of the projection for the effect to work.

Mirror Spectrum

  • Type: Dropdown, Options: Off/Mirror/Mirror Flipped

This option changes the Spectrum's behavior on how the band should appear across the projection, meaning instead from Left to Right, you can mirror from the Center.

Band Range

  • Type: Float, Range: 0.0 - 1.0
    • Default: 0.5

Sets the sensitivity band range to use for the Spectrum. The value determined here will influence what frequencies are animated in the projection.

Audio Mods

Modifier for increasing or decreasing the sensitivity of the Spectrum from each Band. This will greatly influence how the Spectrum appears in the projection.

Volume

  • Type: Float, Range: 0.0 - 2.0
    • Default: 1.0

Adjusts the sensitivity of the Volume Band. Higher values will yield larger Spectrums.

Bass Boost

  • Type: Float
    • Default: 1

Adjusts the sensitivity of the Bass Band. Higher values will yield increased reaction to the Bass on the Spectrum.

Treble Boost

  • Type: Float
    • Default: 1

Adjusts the sensitivity of the Treble Band. Higher values will yield increased reaction to the the Treble on the Spectrum.

Clipping

Adjustment of the UV Space and it's appearance across the Spectrum.

Volume Step Num (0 = Off)

  • Type: Float

Determines if the Volume projection should have steps for each set amount of units on the projection.

  • A value of 0 sets it uncapped, leaving zero gaps in each step.
  • A value greater than 0 will result in a set amount of steps determined by the user.

Volume Clip Min

  • Type: Float, Range: 0.0 - 1.0

Clipping control of the Volume's projection from the Bottom-edge.

Volume Clip Max

  • Type: Float, Range: 0.0 - 1.0

Clipping control of the VOlume's projection from the Top-edge.

Adjustment of the Band's UV Space and it's appearance. Goes from Left to Right.

Band Step Num (0 = Off)

  • Type: Float

Determines if the Band projection should have steps for each set amount of units on the projection.

  • A value of 0 sets it uncapped, leaving zero gaps in each step.
  • A value greater than 0 will result in a set amount of steps determined by the user.

Band Clip Min

  • Type: Float, Range: 0.0 - 1.0

Clipping control of the Band's projection from the Left-edge.

Band Clip Max

  • Type: Float, Range: 0.0 - 1.0

Clipping control of the Band's projection from the Right-edge.

Shape Clip

  • Type: Toggle

Enables the ability to provide a set amount of space between each Step for the Band or Volume, clipping whatever is in-between each step. Use this in conjunction with your Volume Step Num and Band Step Num values to achieve a digital visualizer look.

Looks best with Steps

Shape Clip should use a Volume Step Num and Band Step Num with a value greater than 0 for this to appear nicely.

Shape Clip Volume Width

  • Type: Float, Range: 0.0 - 1.0

Width of the space between each step on the Volume.

  • A value of 0 is wider spacing and fully clipped.
  • A value of 0.5 shows visible clipping between each space by a factor of 0.5 units.
  • A value of 1 shows no visible clipping between each space whatsoever.

Shape Clip Band Width

  • Type: Float, Range: 0.0 - 1.0

Width of the space between each step on the Band.

  • A value of 0 is wider spacing and fully clipped.
  • A value of 0.5 shows visible clipping between each space by a factor of 0.5 units.
  • A value of 1 shows no visible clipping between each space whatsoever.

Colors and Blending

Use this section to customize the Color and overall Appearance of your Spectrum.

Color Mode

  • Type: Dropdown, Options: Gradient/ColorChord
    • Default: Gradient

Customizes how the colors should appear across the AL Spectrum. By default, the Gradient is configured to the user's desired colors. However, the option is available to use Audio Link's ColorChords that are broadcasted from the Audio Link instance.

Color & Mask

  • Type: Color Texture (sRGB = On)

Texture slot for customizing the Colors and Blending of your Spectrum.

Source

  • Type: Dropdown, Options: UVX/UVY/Volume
    • Default: UVY
    • Conditional: Requires Color Mode set to Gradient

Choose which direction the blending of Colors will be using. The colors you specify will appear on the Spectrum depending on the intensity of the music on each Band.

OptionDescription
UVXBlends the colors on the X-axis from Left to Right
UVYBlends the colors on the Y-axis from Bottom to Top
VolumeChanges to blending the color of the Shape dependant on the music intensity

Volume Color Low

  • Type: Color
    • Conditional: Requires Color Mode set to Gradient

Color of the Volume at the start of the blending with your selected Source.

This will be treated as the lowest frequency when Source is set to Volume.

Low Emission

  • Type: Float, Range: 0.0 - 20.0
    • Conditional: Requires Color Mode set to Gradient

Adjusts the Emission Strength of the Volume Color Low.

Volume Color Mid

  • Type: Color
    • Conditional: Requires Color Mode set to Gradient

Color of the Volume around the middle of the blending.

This will be treated as the middle frequency when Source is set to Volume.

Mid Emission

  • Type: Float, Range: 0.0 - 20.0
    • Conditional: Requires Color Mode set to Gradient

Adjusts the Emission Strength of the Volume Color Mid.

Volume Color High

  • Type: Color
    • Conditional: Requires Color Mode set to Gradient

Color of the Volume at the end of the blending with your selected Source.

This will be treated as the highest frequency when Source is set to Volume.

High Emission

  • Type: Float, Range: 0.0 - 20.0
    • Conditional: Requires Color Mode set to Gradient

Adjusts the Emission Strength of the Volume Color High.

ColorChord Emission

  • Type: Float, Range: 0.0 - 20.0
    • Conditional: Requires Color Mode set to ColorChord

Blend Type

  • Type: Dropdown, Options: Replace/Multiply/Screen/Linear Dodge(Add)/Overlay/Mixed

Behavior of the Spectrum's blending against your Material.

Alpha

  • Type: Float, Range: 0.0 - 1.0

Adjusts the visibility of the entire Spectrum projection on your Material.

Override Alpha

  • Type: Float, Range: 0.0 - 1.0

Overrides the entire Opacity of the Material besides the Spectrum itself. Works best with Transparency.

Global Mask

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

Selects which Global Mask to use as the AL Spectrum's mask.

Debug

  • Type: Toggle

If enabled, will visually play an animation with an outline that debugs where the AL Spectrum is being projected. Use this while in the Unity Editor to help visualize it's appearance when Audio Link is unavailable.

Used for debugging only!

Any instance of Audio Link playing will never override the appearance of the debug viewer. Make sure to turn this off when you're finished using it!

Debug Border Width

  • Type: Float, Range: 0.005 - 0.1

Used while debugging AL Spectrum, which adjusts the thickness of the borders that surround the projection area of the Spectrum.