Particle Vomit is an audiovisualizer consisting of particles spewing off into the distance, as a bunch of lines snake around the red squares.
I was wanting to go for an abstract aesthetic with this, and what ended up working was the bichrome retro-y thing so that's fun.
The process was mostly fine, the difficulties mostly came from dealing with the quirks of (Ch)Unity - how it expects you to control particles not lining up with what I wanted, the build process causing very non-obvious error, and also issues with chugins caused by incompatible builds on Windows.
I had a lot of fun with the musical narrative, mostly just me going crazy with the sporks and the harmonic series.
I would like to thank the unity documentation and everyone who actually asks questions on forums.
Here is my visualizer in progress! Currently it is not audioreactive at all, I've spend the last week figuring out the visual components, which I feel like I've got a solid baseline for what I want for those, now I need to hook everything up and tweak some things.
the three components that are shown in the video are:
The particles. These are being emitted from a ring around the camera. They move towards the center making a sort of continuously flowing, whirlpool thing. The plan is for these to communicate spectra information, probably with angle of the particles being emitted and their size/amount corresponding to spectra information. This also serves to display the history of the spectra.
The dotted lines in the background. The intensity of these lines is going to correspond to the amplitude of the time-domain information. These lines are randomized in order to make this web-like effect, which will make the amplitude relationship a little less obvious/won't read as well, but I'm thinking that the affect of it is worth the tradeoff.
The lightning bolts. These are the solid lines jumping around a lot. My plan is the have these correspond to the centroid or some other measure of the fundamental/average pitch, namely setting the starting point of the bolt based off of this. With the sound's intensity corresponding to the number/size of the lightning bolt.