﻿#pragma strict


var pos : Vector3;
//var rot : Vector3;
var rot: float; 
var placed : int;
public var c1_upperlimit : float;
public var c1_lowerlimit : float;
public var placeY : float;
public var c1 : float;
private var waiting : boolean;
private var origwidth : float;
private var origheight : float;
private var swap : int;

function Start () {
	placed = 0;
	transform.localRotation.z = 0;
	//camera = new GameObject.FindGameObjectWithTag("MainCamera");
	c1 = 0f;
	waiting = false;
	swap = 1;
	
}

function Update () {

	var spectrum : float[] = AudioListener.GetSpectrumData(1024, 0, FFTWindow.Hamming);
	
	/* 
	c1 = 64
	c3 = 256
	c4 = 512
	c5 = 1024
	*/
	
	c1 = spectrum[2] + spectrum[3] + spectrum[4];
	var c3 : float = spectrum[11] + spectrum[12] + spectrum[13];
	var c4 : float = spectrum[22] + spectrum[23] + spectrum[24];
	var c5 : float = spectrum[44] + spectrum[45] + spectrum[46] + spectrum[47] + spectrum[48] + spectrum[49]; 
	
	var visualizers : GameObject[] = GameObject.FindGameObjectsWithTag("Visualizer");
	
	for (var i =0; i < visualizers.length; i++)
	{
		visualizers[i].transform.localScale = new Vector2(50f + (c1 * 30f), 50f + (c1 * 30f));
	}
	//transform.localScale = new Vector2(2.35f + (c1 * 5.5f), 2.35f + (c1 * 5.5f));
	//collider2D.bounds.size.x = origwidth;
	//collider2D.bounds.size.y = origheight;
	
	
}