

MODELLED WITH BLENDER
I love Blender;Â the whole thing is in three parts - The main venue, speakers, and lights, the textures are then assigned in Unity. There was no accurate blueprint so I just used a few seating plan PDFs and some photos as a reference.

GENERATE LIGHT INTENSITY FROM AUDIO
This is my first time actually coding something that actually has a purpose. The lights are split into different 'Blocs', each block gets its own controller. The 'BlocController' script reads the amplitude of audio responsible for that Bloc and translates that into light intensity. A cascade is added by add intensity values in a List<float> and accessing different parts of the list with different lights.

SPATIALIZED AUDIO
Although adding audio sources directly into Project Acoustics is an option considering it's already a spatializer, I decided to simulate real-world speakers and feeding each speaker object its own audio channel generated from Spat5. This allows experimentation with Spat5 spatialization and also easily migratable into a real-life A004 surround speaker workflow.


