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Funkin/source/funkin/audio/visualize/PolygonSpectogram.hx

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package funkin.audio.visualize;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.sound.FlxSound;
import flixel.util.FlxColor;
import funkin.audio.visualize.VisShit;
import funkin.graphics.rendering.MeshRender;
import lime.utils.Int16Array;
class PolygonSpectogram extends MeshRender
{
var sampleRate:Int;
public var vis:VisShit;
public var visType:VISTYPE = UPDATED;
public var daHeight:Float = FlxG.height;
public var realtimeVisLenght:Float = 0.2;
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public var realtimeStartOffset:Float = 0;
var numSamples:Int = 0;
var setBuffer:Bool = false;
public var audioData:Int16Array;
public var detail:Float = 1;
public var thickness:Float = 2;
public var waveAmplitude:Int = 100;
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public function new(?daSound:FlxSound, ?col:FlxColor = FlxColor.WHITE, ?height:Float = 720, ?detail:Float = 1)
{
super(0, 0, col);
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if (daSound != null) setSound(daSound);
if (height != null) this.daHeight = height;
this.detail = detail;
// col not in yet
}
public function setSound(daSound:FlxSound)
{
vis = new VisShit(daSound);
}
override function update(elapsed:Float)
{
super.update(elapsed);
switch (visType)
{
case UPDATED:
realtimeVis();
default:
}
}
var prevAudioData:Int16Array;
/**
* Generates and draws a section of the audio data to a visual waveform
* @param start start of the song in milliseconds
* @param seconds how long to generate (also in milliseconds)
*/
public function generateSection(start:Float = 0, seconds:Float = 1):Void
{
checkAndSetBuffer();
if (setBuffer)
{
clear();
start = Math.max(start, 0);
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// gets how many samples to generate
var samplesToGen:Int = Std.int(sampleRate * seconds);
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if (samplesToGen == 0) return;
// gets which sample to start at
var startSample:Int = Std.int(FlxMath.remapToRange(start, 0, vis.snd.length, 0, numSamples));
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// Check if startSample and samplesToGen are within the bounds of the audioData array
if (startSample < 0 || startSample >= numSamples) return;
if (samplesToGen <= 0 || startSample + samplesToGen > numSamples) samplesToGen = numSamples - startSample;
var prevPoint:FlxPoint = new FlxPoint();
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var funnyPixels:Int = Std.int(daHeight * detail); // sorta redundant but just need it for different var...
if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish funciton here, no need to re-render
prevAudioData = audioData.subarray(startSample, samplesToGen);
for (i in 0...funnyPixels)
{
var sampleApprox:Int = Std.int(FlxMath.remapToRange(i, 0, funnyPixels, startSample, startSample + samplesToGen));
var curAud:CurAudioInfo = VisShit.getCurAud(audioData, sampleApprox);
var coolPoint:FlxPoint = new FlxPoint();
coolPoint.x = (curAud.balanced * waveAmplitude);
coolPoint.y = (i / funnyPixels * daHeight);
build_quad(prevPoint.x, prevPoint.y, prevPoint.x
+ thickness, prevPoint.y, coolPoint.x, coolPoint.y, coolPoint.x
+ thickness, coolPoint.y
+ thickness);
prevPoint.x = coolPoint.x;
prevPoint.y = coolPoint.y;
}
}
}
var curTime:Float = 0;
function realtimeVis():Void
{
if (vis.snd != null)
{
if (curTime != vis.snd.time)
{
// trace("DOIN SHIT" + FlxG.random.int(0, 200));
if (vis.snd.playing) curTime = vis.snd.time;
else
{
if (Math.abs(curTime - vis.snd.time) > 10) curTime = FlxMath.lerp(curTime, vis.snd.time, 0.5);
}
curTime = vis.snd.time;
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if (vis.snd.time < vis.snd.length - realtimeVisLenght) generateSection(vis.snd.time + realtimeStartOffset, realtimeVisLenght);
}
}
}
public function checkAndSetBuffer()
{
vis.checkAndSetBuffer();
if (vis.setBuffer)
{
audioData = vis.audioData;
sampleRate = vis.sampleRate;
setBuffer = vis.setBuffer;
numSamples = Std.int(audioData.length / 2);
}
}
}
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enum VISTYPE
{
STATIC;
UPDATED;
FREQUENCIES;
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}