First, make an audio file where the DC offset is automated to how you want a Unity param to move. In ableton, I did this with the "literally just 1" amxd in the repository (that's what it outputs) and a utility where the gain is automated between -inf and 0 dB:
Solo the track, export, move it to unity, add the SoundAnimator component, put the audio in, and fill out the parameters:
- Dest should be an animation where you want the parameters you enter to be overwritten (the other params in the animation will be left alone)
- Source should be your DC offset audio file
- Sample Rate should probably be 30, 60 if you want ultra high quality (idk if it goes higher)
- Name should be the name of the parameter on your component
- Component Type should be an argument that can be understood by System.Type.GetType that selects the component you want
To sync the audio disable the component on the first keyframe, and enable it on the keyframe after 1/60th of a second (idk why lol)


