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

f

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 Playback via MiniAudio

    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

        N

        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.

        U

        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