A relatively small update: I have extended the functionality of the buffering code that I established two weeks ago to encompass the extended frequency data that I am taking from Unity's audio analysis.
Using an an 8x8 array of Float Queues, I track the latest 8 values of each frequency band in a respective queue. I may change this to about 6, or even 4 of the most recent values, as that would increase some of the visual stimuli of spikes in different frequencies, while also providing a smooth motion. The following video can be viewed for the result of the smoothing, but may be a little difficult to see at first underneath the sporadic color implementation.
Plans for this weekend include extending the buffering system to color codes and RGB values. I don't quite know what this will look like yet, but we will find out soon. When it comes to hue assignments, the code will most likely store queues of a greatly extended length compared to the frequency band queues. For example, I'd like the overall averages of rgb values to change rather slowly, so I may store up to 30 different RGB values to encourage subtle color shifts and movement, especially keeping in mind that the majority of the piece composed to augment the final composition will be ambient in nature.
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