Using a pretty simple script, we can get Unity3D to respond to the default microphone on a PC and interpret its signal. After attaching that script to a GameObject, referencing MicrophoneInput.spectrum will give an array of floats representing the intensity of frequencies in the sound.
From there, the sky is the frickin limit. Any scene can now respond to the microphone. Properties like scale or rotation can be controlled by the bass line. Use the relative volume to control the speed of an animation and palette-swap on big hits and you get something like this.
here’s some more things I done did with it