VJ Master
VJ master is an AIO toolkit for audio analysis, control and visualisation.
After trying a bunch of marketplace plugins for different installations, I kept finding gaps. So I built this to finally have something that worked the way I needed.
Features
Audio Control
DMX (ArtNet)
Material To DMX
MIDI
Easy-to-use interfaces that combine both Sending and Receiving
OSC
Material To OSC
Socket
Material To UDP/TCP
RenderTarget To UDP/TCP
Audio Processing
Audio Capture via MiniAudio
Windowing
FFT via KISS_FFT
Smoothing
Spectrum Analysis
Frequency Bands
Amplitude
Pitch
Beat Tracking
Audio Visualisation
Materials
Custom Material Nodes (query the audio buffer)
MIDI Reactive Material Example
Compute Shaders
Reactive Boids Example (rendered via Niagara)
Niagara
Frequency Bands Vis Example
Amplitudes Vis Example
Pitches Vis Example
Spectrogram Vis Example
Beat Tracking Vis Example
Niagara Data Interfaces
Audio Buffer
Waveform Colour Profiles
Sales Pitch
Fast & Reliable
It is currently running in a permanent art installation in Germany. It is designed to jumpstart your reactive project by getting all the boring stuff out of the way so you can work on creating fun visuals.
Supports Popular Protocols
Send over DMX over Art-Net & sACN.
Send/Receive over MIDI
Send/Receive over OSC
Send/Receive over UDP & TCP
Blueprintable
It is extremely easy to set up and configure. It is written in C++. but there are plenty of blueprint-exposed functions, properties and interfaces available for you to work with.
Easy Configuration
Configuration of the audio analysis can be carried out entirely from the project settings. Each IO process can be customised separately.
You would likely need some experience with C++ to make modifications to the plugin or do a commercial project, but there is enough there if you just want to start producing some cool reactive visuals quickly.
Compute Shader Support
I have provided you with a reactive boids example for reference. You will need C++ to work with compute shaders but you now can finally start porting across all those old Unity projects.
Your visuals will be able to react against multiple IO processes.
Multithreaded Analysis
The FFT analysis happens inside an easy to configure FRunnable. Each IO process will run on a different thread keeping your game thread as light as possible.
Lots of Settings
Windowing
Rectangular
Hann
Hamming
BlackmanHarris
Guassian
Capture
Loopback
Microphone
Spectrum Spacing
Log
Linear
OctaveSubdivision
Quadratic
Playback
Waveform
Device Player
MA Sound Player
Filters
Butterworth
ChebyshevTypeI
Encoding Formats
Wav
Flac
MP3
Vorbis
Smoothing
Exponential Moving Average
Simple Moving Average
Sample Formats
U8
S16
S24
S32
F32