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sorta seperated out some vis / audio data stuff

This commit is contained in:
Cameron Taylor 2021-10-06 18:46:14 -04:00
parent 02973078df
commit 3a3d68424d
3 changed files with 140 additions and 42 deletions

10
source/ABotVis.hx Normal file
View file

@ -0,0 +1,10 @@
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
{
public function new()
{
super();
}
}

View file

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

41
source/VisShit.hx Normal file
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@ -0,0 +1,41 @@
package;
import flixel.system.FlxSound;
import lime.utils.Int16Array;
class VisShit
{
public var snd:FlxSound;
public var setBuffer:Bool = false;
public var audioData:Int16Array;
public var sampleRate:Int = 44100; // default, ez?
public function new(snd:FlxSound)
{
this.snd = snd;
}
public function checkAndSetBuffer()
{
if (snd != null && snd.playing)
{
if (!setBuffer)
{
// Math.pow3
@:privateAccess
var buf = snd._channel.__source.buffer;
// @:privateAccess
audioData = cast buf.data; // jank and hacky lol! kinda busted on HTML5 also!!
sampleRate = buf.sampleRate;
trace('got audio buffer shit');
trace(sampleRate);
trace(buf.bitsPerSample);
setBuffer = true;
// numSamples = Std.int(audioData.length / 2);
}
}
}
}