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If you want do to realtime processing instead of post processing I do have some tips. First is that the FFT results will be less accurate due to the smaller audio buffers that you will probably end up using. So depending on what kind of visualisation you want to do you might want to process the results in some way to give a more pleasing visualization. The raw values can be fairly "noisy". Personal one of my favorites is to adjust/calibrate the results using pinknoise. The results from FFT won't resemble how loud we hear the frequencies ( unless they already have done some calibrarion ) and pinknoise is noise where each octave is equally loud to hear so should give identical values accross all frequencies.
Are you aware of any Ways to create Audio Visualizers (Especially like "Rainbow Rings") in Unity? I do like using yours in Wallpaper Engine, but I also do want to create my own in Unity. Not even to use them in Wallpaper Engine, but for other Unity Projects so I can easily merge them together..if you have any tips that be great. Cause I barely find any resources
For a complete RGB cycle you could also use 4 colors. R, G, B, R or R, B, G, R .
You could do it with 3, but then you would have to slightly offset the value to ensure the gradient keeps going in the right direction. Unfortunately you can't use Hue values in WE, but if you could the values would be 0 ( red ), 179 ( one deg. from cyan ) , 358 ( 2 deg. from red ). By not going full 180 you can control the gradient direction better.
Maybe that helps a little. With 5 you could get close to 2 full cycles if you really wanted to. I do see some advantages to having 6 after you mentioned it, but also to have 8 or 12 as you could create more detailed gradients.