mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 06:14:36 +00:00
sorta seperated out some vis / audio data stuff
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02973078df
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3a3d68424d
10
source/ABotVis.hx
Normal file
10
source/ABotVis.hx
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@ -0,0 +1,10 @@
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import flixel.FlxSprite;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
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{
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public function new()
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{
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super();
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}
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}
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@ -19,18 +19,19 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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var sampleRate:Int;
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var lengthOfShit:Int = 500;
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var daSound:FlxSound;
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public var visType:VISTYPE = UPDATED;
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public var col:Int = FlxColor.WHITE;
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public var daHeight:Float = FlxG.height;
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public var vis:VisShit;
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public function new(daSound:FlxSound, ?col:FlxColor = FlxColor.WHITE, ?height:Float = 720)
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{
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super();
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this.daSound = daSound;
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vis = new VisShit(daSound);
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this.col = col;
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this.daHeight = height;
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@ -79,10 +80,12 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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{
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checkAndSetBuffer();
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// vis.checkAndSetBuffer();
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if (setBuffer)
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{
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var samplesToGen:Int = Std.int(sampleRate * seconds);
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var startingSample:Int = Std.int(FlxMath.remapToRange(start, 0, daSound.length, 0, numSamples));
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var startingSample:Int = Std.int(FlxMath.remapToRange(start, 0, vis.snd.length, 0, numSamples));
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var prevLine:FlxPoint = new FlxPoint();
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@ -112,42 +115,49 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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public function checkAndSetBuffer()
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{
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if (daSound != null && daSound.playing)
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vis.checkAndSetBuffer();
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if (vis.setBuffer)
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{
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if (!setBuffer)
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{
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// Math.pow3
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@:privateAccess
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var buf = daSound._channel.__source.buffer;
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// @:privateAccess
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audioData = cast buf.data; // jank and hacky lol! kinda busted on HTML5 also!!
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sampleRate = buf.sampleRate;
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trace('got audio buffer shit');
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trace(sampleRate);
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trace(buf.bitsPerSample);
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setBuffer = true;
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numSamples = Std.int(audioData.length / 2);
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}
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audioData = vis.audioData;
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sampleRate = vis.sampleRate;
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setBuffer = vis.setBuffer;
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numSamples = Std.int(audioData.length / 2);
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}
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}
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var doAnim:Bool = false;
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var frameCounter:Int = 0;
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public function updateFFT()
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{
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if (daSound != null)
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if (vis.snd != null)
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{
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var remappedShit:Int = 0;
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// vis.checkAndSetBuffer();
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checkAndSetBuffer();
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if (setBuffer)
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if (!doAnim)
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{
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if (daSound.playing)
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remappedShit = Std.int(FlxMath.remapToRange(daSound.time, 0, daSound.length, 0, numSamples));
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frameCounter++;
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if (frameCounter >= 3)
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{
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frameCounter = 0;
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doAnim = true;
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}
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}
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if (setBuffer && doAnim)
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{
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doAnim = false;
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if (vis.snd.playing)
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remappedShit = Std.int(FlxMath.remapToRange(vis.snd.time, 0, vis.snd.length, 0, numSamples));
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else
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remappedShit = Std.int(FlxMath.remapToRange(Conductor.songPosition, 0, daSound.length, 0, numSamples));
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remappedShit = Std.int(FlxMath.remapToRange(Conductor.songPosition, 0, vis.snd.length, 0, numSamples));
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var i = remappedShit;
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var prevLine:FlxPoint = new FlxPoint();
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@ -156,14 +166,30 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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var fftSamples:Array<Float> = [];
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for (sample in remappedShit...remappedShit + (lengthOfShit))
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// var array:Array<Float> = cast audioData.subarray(remappedShit, remappedShit + lengthOfShit);
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if (FlxG.keys.justPressed.M)
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{
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trace('POOP LOL');
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var funnyAud = audioData.subarray(remappedShit, remappedShit + lengthOfShit);
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for (poop in funnyAud)
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{
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// trace("actual audio: " + poop);
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trace("win: " + poop);
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}
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// trace(audioData.subarray(remappedShit, remappedShit + lengthOfShit).buffer);
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}
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for (sample in remappedShit...remappedShit + (Std.int((44100 * 0.120) / 4)))
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{
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var left = audioData[i] / 32767;
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var right = audioData[i + 1] / 32767;
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var balanced = (left + right) / 2;
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i += 2;
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i += 8;
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// var remappedSample:Float = FlxMath.remapToRange(sample, remappedShit, remappedShit + lengthOfShit, 0, lengthOfShit - 1);
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fftSamples.push(balanced);
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@ -173,13 +199,25 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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for (i in 0...group.members.length)
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{
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// needs to be exponential growth / scaling
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// still need to optmize the FFT to run better, gets only samples needed?
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// not every frequency is built the same!
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// 20hz to 40z is a LOT of subtle low ends, but somethin like 20,000hz to 20,020hz, the difference is NOT the same!
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// var sampleApprox:Int = Std.int(FlxMath.remapToRange(i, 0, group.members.length, startingSample, startingSample + samplesToGen));
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var remappedFreq:Int = Std.int(FlxMath.remapToRange(i, 0, group.members.length, 0, freqShit.length - 1));
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var remappedFreq:Int = Std.int(FlxMath.remapToRange(i, 0, group.members.length, 0, freqShit[0].length - 1));
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group.members[i].x = prevLine.x;
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group.members[i].y = prevLine.y;
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var freqIDK:Float = FlxMath.remapToRange(freqShit[remappedFreq], 0, 0.000005, 0, 50);
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var freqPower:Float = 0;
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for (pow in 0...freqShit.length)
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freqPower += freqShit[pow][remappedFreq];
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freqPower /= freqShit.length;
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// freqShit[remappedFreq]
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var freqIDK:Float = FlxMath.remapToRange(freqPower, 0, 0.000005, 0, 50);
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prevLine.x = (freqIDK * swagheight / 2 + swagheight / 2) + x;
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prevLine.y = (i / group.members.length * daHeight) + y;
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@ -208,7 +246,7 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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public function updateVisulizer():Void
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{
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if (daSound != null)
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if (vis.snd != null)
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{
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var remappedShit:Int = 0;
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@ -216,10 +254,10 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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if (setBuffer)
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{
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if (daSound.playing)
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remappedShit = Std.int(FlxMath.remapToRange(daSound.time, 0, daSound.length, 0, numSamples));
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if (vis.snd.playing)
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remappedShit = Std.int(FlxMath.remapToRange(vis.snd.time, 0, vis.snd.length, 0, numSamples));
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else
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remappedShit = Std.int(FlxMath.remapToRange(Conductor.songPosition, 0, daSound.length, 0, numSamples));
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remappedShit = Std.int(FlxMath.remapToRange(Conductor.songPosition, 0, vis.snd.length, 0, numSamples));
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var i = remappedShit;
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var prevLine:FlxPoint = new FlxPoint();
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@ -254,8 +292,10 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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}
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}
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function funnyFFT(samples:Array<Float>):Array<Float>
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function funnyFFT(samples:Array<Float>):Array<Array<Float>>
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{
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// nab multiple samples at once in while / for loops?
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var fs:Float = 44100; // sample rate shit?
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final fftN = 2048;
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@ -264,7 +304,7 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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final hop = Std.int(fftN * (1 - overlap));
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// window function to compensate for overlapping
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final a0 = 0.50; // => Hann(ing) window
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final a0 = 0.5; // => Hann(ing) window
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final window = (n:Int) -> a0 - (1 - a0) * Math.cos(2 * Math.PI * n / fftN);
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// helpers, note that spectrum indexes suppose non-negative frequencies
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@ -273,17 +313,18 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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// "melodic" band-pass filter
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final minFreq = 20.70;
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final maxFreq = 1200.01;
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final maxFreq = 4000.01;
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final melodicBandPass = function(k:Int, s:Float)
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{
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final freq = indexToFreq(k);
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final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s * filter;
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// final freq = indexToFreq(k);
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// final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s;
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};
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var freqOutput:Array<Float> = [];
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var freqOutput:Array<Array<Float>> = [];
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var c = 0; // index where each chunk begins
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var indexOfArray:Int = 0;
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while (c < samples.length)
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{
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// take a chunk (zero-padded if needed) and apply the window
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@ -295,6 +336,8 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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// compute positive spectrum with sampling correction and BP filter
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final freqs = FFT.rfft(chunk).map(z -> z.scale(1 / fs).magnitude).mapi(melodicBandPass);
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freqOutput.push([]);
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// find spectral peaks and their instantaneous frequencies
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for (k => s in freqs)
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{
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@ -306,15 +349,19 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
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haxe.Log.trace('${time};${freq};${power}', null);
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}
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if (freq < maxFreq)
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freqOutput.push(power);
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freqOutput[indexOfArray].push(power);
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//
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}
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// haxe.Log.trace("", null);
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indexOfArray++;
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// move to next (overlapping) chunk
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c += hop;
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}
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if (FlxG.keys.justPressed.C)
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trace(freqOutput.length);
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return freqOutput;
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}
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}
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41
source/VisShit.hx
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41
source/VisShit.hx
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package;
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import flixel.system.FlxSound;
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import lime.utils.Int16Array;
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class VisShit
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{
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public var snd:FlxSound;
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public var setBuffer:Bool = false;
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public var audioData:Int16Array;
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public var sampleRate:Int = 44100; // default, ez?
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public function new(snd:FlxSound)
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{
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this.snd = snd;
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}
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public function checkAndSetBuffer()
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{
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if (snd != null && snd.playing)
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{
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if (!setBuffer)
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{
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// Math.pow3
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@:privateAccess
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var buf = snd._channel.__source.buffer;
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// @:privateAccess
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audioData = cast buf.data; // jank and hacky lol! kinda busted on HTML5 also!!
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sampleRate = buf.sampleRate;
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trace('got audio buffer shit');
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trace(sampleRate);
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trace(buf.bitsPerSample);
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setBuffer = true;
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// numSamples = Std.int(audioData.length / 2);
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}
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}
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}
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}
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