1
0
Fork 0
mirror of https://github.com/ninjamuffin99/Funkin.git synced 2024-12-11 16:05:02 +00:00

Performant audio waveforms generated directly from provided FlxSound elements.

This commit is contained in:
EliteMasterEric 2024-01-23 22:47:27 -05:00
parent c3d2582252
commit e8fa7f9c70
4 changed files with 474 additions and 144 deletions

View file

@ -5,6 +5,8 @@ import funkin.util.MathUtil;
@:nullSafety
class WaveformData
{
static final DEFAULT_VERSION:Int = 2;
/**
* The version of the waveform data format.
* @default `2` (-1 if not specified/invalid)
@ -25,7 +27,7 @@ class WaveformData
* Lower values can more accurately represent the waveform when zoomed in, but take more data.
*/
@:alias('samples_per_pixel')
public var samplesPerPixel(default, null):Int = 256;
public var samplesPerPoint(default, null):Int = 256;
/**
* Number of bits to use for each sample value. Valid values are `8` and `16`.
@ -33,9 +35,9 @@ class WaveformData
public var bits(default, null):Int = 16;
/**
* Number of output waveform data points.
* The length of the data array, in points.
*/
public var length(default, null):Int = 0; // Array size is (4 * length)
public var length(default, null):Int = 0;
/**
* Array of Int16 values representing the waveform.
@ -46,7 +48,16 @@ class WaveformData
@:jignored
var channelData:Null<Array<WaveformDataChannel>> = null;
public function new() {}
public function new(?version:Int, channels:Int, sampleRate:Int, samplesPerPoint:Int, bits:Int, length:Int, data:Array<Int>)
{
this.version = version ?? DEFAULT_VERSION;
this.channels = channels;
this.sampleRate = sampleRate;
this.samplesPerPoint = samplesPerPoint;
this.bits = bits;
this.length = length;
this.data = data;
}
function buildChannelData():Array<WaveformDataChannel>
{
@ -79,7 +90,7 @@ class WaveformData
*/
public function maxSampleValue():Int
{
if (_maxSampleValue != -1) return _maxSampleValue;
if (_maxSampleValue != 0) return _maxSampleValue;
return _maxSampleValue = Std.int(Math.pow(2, bits));
}
@ -87,14 +98,14 @@ class WaveformData
* Cache the value because `Math.pow` is expensive and the value gets used a lot.
*/
@:jignored
var _maxSampleValue:Int = -1;
var _maxSampleValue:Int = 0;
/**
* @return The length of the waveform in samples.
*/
public function lenSamples():Int
{
return length * samplesPerPixel;
return length * samplesPerPoint;
}
/**
@ -110,7 +121,7 @@ class WaveformData
*/
public function secondsToIndex(seconds:Float):Int
{
return Std.int(seconds * sampleRate / samplesPerPixel);
return Std.int(seconds * pointsPerSecond());
}
/**
@ -118,7 +129,15 @@ class WaveformData
*/
public function indexToSeconds(index:Int):Float
{
return index * samplesPerPixel / sampleRate;
return index / pointsPerSecond();
}
/**
* The number of data points this waveform data provides per second of audio.
*/
public inline function pointsPerSecond():Float
{
return sampleRate / samplesPerPoint;
}
/**
@ -136,8 +155,50 @@ class WaveformData
{
return index / length;
}
/**
* Resample the waveform data to create a new WaveformData object matching the desired `samplesPerPoint` value.
* This is useful for zooming in/out of the waveform in a performant manner.
*
* @param newSamplesPerPoint The new value for `samplesPerPoint`.
*/
public function resample(newSamplesPerPoint:Int):WaveformData
{
var result = this.clone();
var ratio = newSamplesPerPoint / samplesPerPoint;
if (ratio == 1) return result;
if (ratio < 1) trace('[WARNING] Downsampling will result in a low precision.');
var inputSampleCount = this.lenSamples();
var outputSampleCount = Std.int(inputSampleCount * ratio);
var inputPointCount = this.length;
var outputPointCount = Std.int(inputPointCount / ratio);
var outputChannelCount = this.channels;
// TODO: Actually figure out the dumbass logic for this.
return result;
}
/**
* Create a new WaveformData whose parameters match the current object.
*/
public function clone(?newData:Array<Int> = null):WaveformData
{
if (newData == null)
{
newData = this.data.clone();
}
var clone = new WaveformData(this.version, this.channels, this.sampleRate, this.samplesPerPoint, this.bits, newData.length, newData);
return clone;
}
}
@:nullSafety
class WaveformDataChannel
{
var parent:WaveformData;
@ -149,6 +210,9 @@ class WaveformDataChannel
this.channelId = channelId;
}
/**
* Retrieve a given minimum point at an index.
*/
public function minSample(i:Int)
{
var offset = (i * parent.channels + this.channelId) * 2;
@ -165,7 +229,7 @@ class WaveformDataChannel
/**
* Minimum value within the range of samples.
* @param i
* NOTE: Inefficient for large ranges. Use `WaveformData.remap` instead.
*/
public function minSampleRange(start:Int, end:Int)
{
@ -180,13 +244,15 @@ class WaveformDataChannel
/**
* Maximum value within the range of samples, mapped to a value between 0 and 1.
* @param i
*/
public function minSampleRangeMapped(start:Int, end:Int)
{
return minSampleRange(start, end) / parent.maxSampleValue();
}
/**
* Retrieve a given maximum point at an index.
*/
public function maxSample(i:Int)
{
var offset = (i * parent.channels + this.channelId) * 2 + 1;
@ -203,7 +269,7 @@ class WaveformDataChannel
/**
* Maximum value within the range of samples.
* @param i
* NOTE: Inefficient for large ranges. Use `WaveformData.remap` instead.
*/
public function maxSampleRange(start:Int, end:Int)
{
@ -218,17 +284,12 @@ class WaveformDataChannel
/**
* Maximum value within the range of samples, mapped to a value between 0 and 1.
* @param i
*/
public function maxSampleRangeMapped(start:Int, end:Int)
{
return maxSampleRange(start, end) / parent.maxSampleValue();
}
/**
* Maximum value within the range of samples, mapped to a value between 0 and 1.
* @param i
*/
public function setMinSample(i:Int, value:Int)
{
var offset = (i * parent.channels + this.channelId) * 2;

View file

@ -2,6 +2,113 @@ package funkin.audio.waveform;
class WaveformDataParser
{
static final INT16_MAX:Int = 32767;
static final INT16_MIN:Int = -32768;
static final INT8_MAX:Int = 127;
static final INT8_MIN:Int = -128;
public static function interpretFlxSound(sound:flixel.sound.FlxSound):Null<WaveformData>
{
if (sound == null) return null;
// Method 1. This only works if the sound has been played before.
@:privateAccess
var soundBuffer:Null<lime.media.AudioBuffer> = sound?._channel?.__source?.buffer;
if (soundBuffer == null)
{
// Method 2. This works if the sound has not been played before.
@:privateAccess
soundBuffer = sound?._sound?.__buffer;
if (soundBuffer == null)
{
trace('[WAVEFORM] Failed to interpret FlxSound: ${sound}');
return null;
}
else
{
trace('[WAVEFORM] Method 2 worked.');
}
}
else
{
trace('[WAVEFORM] Method 1 worked.');
}
return interpretAudioBuffer(soundBuffer);
}
public static function interpretAudioBuffer(soundBuffer:lime.media.AudioBuffer):Null<WaveformData>
{
var sampleRate = soundBuffer.sampleRate;
var channels = soundBuffer.channels;
var bitsPerSample = soundBuffer.bitsPerSample;
var samplesPerPoint:Int = 256; // I don't think we need to configure this.
var pointsPerSecond:Float = sampleRate / samplesPerPoint; // 172 samples per second for most songs is plenty precise while still being performant..
// TODO: Make this work better on HTML5.
var soundData:lime.utils.Int16Array = cast soundBuffer.data;
var soundDataRawLength:Int = soundData.length;
var soundDataSampleCount:Int = Std.int(Math.ceil(soundDataRawLength / channels / (bitsPerSample == 16 ? 2 : 1)));
var outputPointCount:Int = Std.int(Math.ceil(soundDataSampleCount / samplesPerPoint));
trace('Interpreting audio buffer:');
trace(' sampleRate: ${sampleRate}');
trace(' channels: ${channels}');
trace(' bitsPerSample: ${bitsPerSample}');
trace(' samplesPerPoint: ${samplesPerPoint}');
trace(' pointsPerSecond: ${pointsPerSecond}');
trace(' soundDataRawLength: ${soundDataRawLength}');
trace(' soundDataSampleCount: ${soundDataSampleCount}');
trace(' soundDataRawLength/4: ${soundDataRawLength / 4}');
trace(' outputPointCount: ${outputPointCount}');
var minSampleValue:Int = bitsPerSample == 16 ? INT16_MIN : INT8_MIN;
var maxSampleValue:Int = bitsPerSample == 16 ? INT16_MAX : INT8_MAX;
var outputData:Array<Int> = [];
for (pointIndex in 0...outputPointCount)
{
// minChannel1, maxChannel1, minChannel2, maxChannel2, ...
var values:Array<Int> = [];
for (i in 0...channels)
{
values.push(bitsPerSample == 16 ? INT16_MAX : INT8_MAX);
values.push(bitsPerSample == 16 ? INT16_MIN : INT8_MIN);
}
var rangeStart = pointIndex * samplesPerPoint;
var rangeEnd = rangeStart + samplesPerPoint;
if (rangeEnd > soundDataSampleCount) rangeEnd = soundDataSampleCount;
for (sampleIndex in rangeStart...rangeEnd)
{
for (channelIndex in 0...channels)
{
var sampleIndex:Int = sampleIndex * channels + channelIndex;
var sampleValue = soundData[sampleIndex];
if (sampleValue < values[channelIndex * 2]) values[(channelIndex * 2)] = sampleValue;
if (sampleValue > values[channelIndex * 2 + 1]) values[(channelIndex * 2) + 1] = sampleValue;
}
}
// We now have the min and max values for the range.
for (value in values)
outputData.push(value);
}
var outputDataLength:Int = Std.int(outputData.length / channels / 2);
var result = new WaveformData(null, channels, sampleRate, samplesPerPoint, bitsPerSample, outputPointCount, outputData);
return result;
}
public static function parseWaveformData(path:String):Null<WaveformData>
{
var rawJson:String = openfl.Assets.getText(path).trim();
@ -12,6 +119,7 @@ class WaveformDataParser
{
var parser = new json2object.JsonParser<WaveformData>();
parser.ignoreUnknownVariables = false;
trace('[WAVEFORM] Parsing waveform data: ${contents}');
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)

View file

@ -0,0 +1,244 @@
package funkin.audio.waveform;
import funkin.audio.waveform.WaveformData;
import funkin.audio.waveform.WaveformDataParser;
import funkin.graphics.rendering.MeshRender;
import flixel.util.FlxColor;
class WaveformSprite extends MeshRender
{
static final DEFAULT_COLOR:FlxColor = FlxColor.WHITE;
static final DEFAULT_DURATION:Float = 5.0;
static final DEFAULT_ORIENTATION:WaveformOrientation = HORIZONTAL;
static final DEFAULT_X:Float = 0.0;
static final DEFAULT_Y:Float = 0.0;
static final DEFAULT_WIDTH:Float = 100.0;
static final DEFAULT_HEIGHT:Float = 100.0;
/**
* Set this to true to tell the waveform to rebuild itself.
* Do this any time the data or drawable area of the waveform changes.
* This often (but not always) needs to be done every frame.
*/
var isWaveformDirty:Bool = true;
public var waveformData:WaveformData;
function set_waveformData(value:WaveformData):WaveformData
{
waveformData = value;
isWaveformDirty = true;
return waveformData;
}
/**
* The color to render the waveform with.
*/
public var waveformColor(default, set):FlxColor;
function set_waveformColor(value:FlxColor):FlxColor
{
waveformColor = value;
// We don't need to dirty the waveform geometry, just rebuild the texture.
rebuildGraphic();
return waveformColor;
}
public var orientation(default, set):WaveformOrientation;
function set_orientation(value:WaveformOrientation):WaveformOrientation
{
orientation = value;
isWaveformDirty = true;
return orientation;
}
/**
* Time, in seconds, at which the waveform starts.
*/
public var time(default, set):Float;
function set_time(value:Float)
{
time = value;
isWaveformDirty = true;
return time;
}
/**
* The duration, in seconds, that the waveform represents.
* The section of waveform from `time` to `time + duration` and `width` are used to determine how many samples each pixel represents.
*/
public var duration(default, set):Float;
function set_duration(value:Float)
{
duration = value;
isWaveformDirty = true;
return duration;
}
/**
* Set the physical size of the waveform with `this.height = value`.
*/
override function set_height(value:Float):Float
{
isWaveformDirty = true;
return super.set_height(value);
}
/**
* Set the physical size of the waveform with `this.width = value`.
*/
override function set_width(value:Float):Float
{
isWaveformDirty = true;
return super.set_width(value);
}
public function new(waveformData:WaveformData, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
{
super(DEFAULT_X, DEFAULT_Y, DEFAULT_COLOR);
this.waveformColor = color ?? DEFAULT_COLOR;
this.width = DEFAULT_WIDTH;
this.height = DEFAULT_HEIGHT;
this.waveformData = waveformData;
this.orientation = orientation;
this.time = 0.0;
this.duration = duration;
}
public override function update(elapsed:Float)
{
super.update(elapsed);
if (isWaveformDirty)
{
// Recalculate the waveform vertices.
drawWaveform();
isWaveformDirty = false;
}
}
function rebuildGraphic():Void
{
// The waveform is rendered using a single colored pixel as a texture.
// If you want something more elaborate, make sure to modify `build_vertex` below to use the UVs you want.
makeGraphic(1, 1, this.waveformColor);
}
/**
* @param offsetX Horizontal offset to draw the waveform at, in samples.
*/
function drawWaveform():Void
{
// For each sample in the waveform...
// Add a MAX vertex and a MIN vertex.
// If previous MAX/MIN is empty, store.
// If previous MAX/MIN is not empty, draw a quad using current and previous MAX/MIN. Then store current MAX/MIN.
// Continue until end of waveform.
this.clear();
// Center point of the waveform. When horizontal this is half the height, when vertical this is half the width.
var waveformCenterPos:Int = orientation == HORIZONTAL ? Std.int(this.height / 2) : Std.int(this.width / 2);
var oneSecondInIndices:Int = waveformData.secondsToIndex(1);
var startTime:Float = time;
var endTime:Float = time + duration;
var startIndex:Int = waveformData.secondsToIndex(startTime);
var endIndex:Int = waveformData.secondsToIndex(endTime);
var pixelsPerIndex:Float = (orientation == HORIZONTAL ? this.width : this.height) / (endIndex - startIndex);
var indexesPerPixel:Float = 1 / pixelsPerIndex;
if (pixelsPerIndex >= 1.0)
{
// Each index is at least one pixel wide, so we render each index.
var prevVertexTopIndex:Int = -1;
var prevVertexBottomIndex:Int = -1;
for (i in startIndex...endIndex)
{
var pixelPos:Int = Std.int((i - startIndex) * pixelsPerIndex);
var vertexTopY:Int = Std.int(waveformCenterPos
- (waveformData.channel(0).maxSampleMapped(i) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
var vertexBottomY:Int = Std.int(waveformCenterPos
+ (-waveformData.channel(0).minSampleMapped(i) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
var vertexTopIndex:Int = (orientation == HORIZONTAL) ? this.build_vertex(pixelPos, vertexTopY) : this.build_vertex(vertexTopY, pixelPos);
var vertexBottomIndex:Int = (orientation == HORIZONTAL) ? this.build_vertex(pixelPos, vertexBottomY) : this.build_vertex(vertexBottomY, pixelPos);
if (prevVertexTopIndex != -1 && prevVertexBottomIndex != -1)
{
switch (orientation) // the line of code that makes you gay
{
case HORIZONTAL:
this.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
case VERTICAL:
this.add_quad(prevVertexBottomIndex, prevVertexTopIndex, vertexTopIndex, vertexBottomIndex);
}
}
prevVertexTopIndex = vertexTopIndex;
prevVertexBottomIndex = vertexBottomIndex;
}
}
else
{
// Indexes are less than one pixel wide, so for each pixel we render the maximum of the samples that fall within it.
var prevVertexTopIndex:Int = -1;
var prevVertexBottomIndex:Int = -1;
var waveformLengthPixels:Int = orientation == HORIZONTAL ? Std.int(this.width) : Std.int(this.height);
for (i in 0...waveformLengthPixels)
{
// Wrap Std.int around the whole range calculation, not just indexesPerPixel, otherwise you get weird issues with zooming.
var rangeStart:Int = Std.int(i * indexesPerPixel + startIndex);
var rangeEnd:Int = Std.int((i + 1) * indexesPerPixel + startIndex);
var vertexTopY:Int = Std.int(waveformCenterPos
- (waveformData.channel(0).maxSampleRangeMapped(rangeStart, rangeEnd) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
var vertexBottomY:Int = Std.int(waveformCenterPos
+ (-waveformData.channel(0).minSampleRangeMapped(rangeStart, rangeEnd) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
var vertexTopIndex:Int = (orientation == HORIZONTAL) ? this.build_vertex(i, vertexTopY) : this.build_vertex(vertexTopY, i);
var vertexBottomIndex:Int = (orientation == HORIZONTAL) ? this.build_vertex(i, vertexBottomY) : this.build_vertex(vertexBottomY, i);
if (prevVertexTopIndex != -1 && prevVertexBottomIndex != -1)
{
switch (orientation)
{
case HORIZONTAL:
this.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
case VERTICAL:
this.add_quad(prevVertexBottomIndex, prevVertexTopIndex, vertexTopIndex, vertexBottomIndex);
}
}
prevVertexTopIndex = vertexTopIndex;
prevVertexBottomIndex = vertexBottomIndex;
}
}
}
public static function buildFromWaveformData(data:WaveformData, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
{
return new WaveformSprite(data, orientation, duration);
}
public static function buildFromFunkinSound(sound:FunkinSound, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
{
// TODO: Build waveform data from FunkinSound.
var data = null;
return buildFromWaveformData(data, orientation, color, duration);
}
}
enum WaveformOrientation
{
HORIZONTAL;
VERTICAL;
}

View file

@ -4,6 +4,7 @@ import flixel.FlxSprite;
import flixel.util.FlxColor;
import funkin.audio.FunkinSound;
import funkin.audio.waveform.WaveformData;
import funkin.audio.waveform.WaveformSprite;
import funkin.audio.waveform.WaveformDataParser;
import funkin.graphics.rendering.MeshRender;
@ -15,128 +16,40 @@ class WaveformTestState extends MusicBeatState
}
var waveformData:WaveformData;
var waveformData2:WaveformData;
var waveformAudio:FunkinSound;
var meshRender:MeshRender;
var waveformSprite:WaveformSprite;
// var waveformSprite2:WaveformSprite;
var timeMarker:FlxSprite;
public override function create():Void
{
super.create();
waveformData = WaveformDataParser.parseWaveformData(Paths.json("waveform/dadbattle-erect/dadbattle-erect.waveform"));
waveformAudio = FunkinSound.load(Paths.inst('bopeebo', '-erect'));
waveformAudio = FunkinSound.load(Paths.music('dadbattle-erect/dadbattle-erect'));
// waveformData = WaveformDataParser.parseWaveformData(Paths.json('waveform/dadbattle-erect/dadbattle-erect.waveform'));
waveformData = WaveformDataParser.interpretFlxSound(waveformAudio);
var lightBlue:FlxColor = FlxColor.fromString("#ADD8E6");
meshRender = new MeshRender(0, 0, lightBlue);
add(meshRender);
waveformSprite = WaveformSprite.buildFromWaveformData(waveformData, HORIZONTAL, FlxColor.fromString("#ADD8E6"), 5.0);
waveformSprite.width = FlxG.width;
waveformSprite.height = FlxG.height; // / 2;
add(waveformSprite);
// waveformSprite2 = WaveformSprite.buildFromWaveformData(waveformData2, HORIZONTAL, FlxColor.fromString("#FF0000"), 5.0);
// waveformSprite2.width = FlxG.width;
// waveformSprite2.height = FlxG.height / 2;
// waveformSprite2.y = FlxG.height / 2;
// add(waveformSprite2);
timeMarker = new FlxSprite(0, FlxG.height * 1 / 6);
timeMarker.makeGraphic(1, Std.int(FlxG.height * 2 / 3), FlxColor.RED);
add(timeMarker);
drawWaveform(time, duration);
}
/**
* @param offsetX Horizontal offset to draw the waveform at, in samples.
*/
function drawWaveform(timeSeconds:Float, duration:Float):Void
{
meshRender.clear();
var offsetX:Int = waveformData.secondsToIndex(timeSeconds);
var waveformHeight:Int = Std.int(FlxG.height * (2 / 3));
var waveformWidth:Int = FlxG.width;
var waveformCenterPos:Int = Std.int(FlxG.height / 2);
var oneSecondInIndices:Int = waveformData.secondsToIndex(1);
var startTime:Float = -1.0;
var endTime:Float = startTime + duration;
var startIndex:Int = Std.int(offsetX + (oneSecondInIndices * startTime));
var endIndex:Int = Std.int(offsetX + (oneSecondInIndices * (startTime + duration)));
var pixelsPerIndex:Float = waveformWidth / (endIndex - startIndex);
var indexesPerPixel:Float = (endIndex - startIndex) / waveformWidth;
if (pixelsPerIndex >= 1.0)
{
// Each index is at least one pixel wide, so we render each index.
var prevVertexTopIndex:Int = -1;
var prevVertexBottomIndex:Int = -1;
for (i in startIndex...endIndex)
{
var pixelPos:Int = Std.int((i - startIndex) * pixelsPerIndex);
var vertexTopY:Int = Std.int(waveformCenterPos - (waveformData.channel(0).maxSampleMapped(i) * waveformHeight / 2));
var vertexBottomY:Int = Std.int(waveformCenterPos + (-waveformData.channel(0).minSampleMapped(i) * waveformHeight / 2));
var vertexTopIndex:Int = meshRender.build_vertex(pixelPos, vertexTopY);
var vertexBottomIndex:Int = meshRender.build_vertex(pixelPos, vertexBottomY);
if (prevVertexTopIndex != -1 && prevVertexBottomIndex != -1)
{
meshRender.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
}
else
{
trace('Skipping quad at index ${i}');
}
prevVertexTopIndex = vertexTopIndex;
prevVertexBottomIndex = vertexBottomIndex;
}
}
else
{
// Indexes are less than one pixel wide, so for each pixel we render the maximum of the samples that fall within it.
var prevVertexTopIndex:Int = -1;
var prevVertexBottomIndex:Int = -1;
for (i in 0...waveformWidth)
{
// Wrap Std.int around the whole range calculation, not just indexesPerPixel, otherwise you get weird issues with zooming.
var rangeStart:Int = Std.int(i * indexesPerPixel + startIndex);
var rangeEnd:Int = Std.int((i + 1) * indexesPerPixel + startIndex);
var vertexTopY:Int = Std.int(waveformCenterPos - (waveformData.channel(0).maxSampleRangeMapped(rangeStart, rangeEnd) * waveformHeight / 2));
var vertexBottomY:Int = Std.int(waveformCenterPos + (-waveformData.channel(0).minSampleRangeMapped(rangeStart, rangeEnd) * waveformHeight / 2));
// trace('Drawing index ${rangeStart} at pixel ${i} with MAX ${vertexTopY} and MIN ${vertexBottomY}');
var vertexTopIndex:Int = meshRender.build_vertex(i, vertexTopY);
var vertexBottomIndex:Int = meshRender.build_vertex(i, vertexBottomY);
if (prevVertexTopIndex != -1 && prevVertexBottomIndex != -1)
{
meshRender.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
}
else
{
trace('Skipping quad at index ${i}');
}
prevVertexTopIndex = vertexTopIndex;
prevVertexBottomIndex = vertexBottomIndex;
}
}
trace('Drawing ${duration} seconds of waveform with ${meshRender.vertex_count} vertices');
var oneSecondInPixels:Float = waveformWidth / duration;
timeMarker.x = Std.int(oneSecondInPixels);
// For each sample in the waveform...
// Add a MAX vertex and a MIN vertex.
// If previous MAX/MIN is empty, store.
// If previous MAX/MIN is not empty, draw a quad using current and previous MAX/MIN. Then store current MAX/MIN.
// Continue until end of waveform.
// drawWaveform(time, duration);
}
public override function update(elapsed:Float):Void
@ -155,46 +68,50 @@ class WaveformTestState extends MusicBeatState
}
}
if (FlxG.keys.justPressed.ENTER)
{
if (waveformSprite.orientation == HORIZONTAL)
{
waveformSprite.orientation = VERTICAL;
// waveformSprite2.orientation = VERTICAL;
}
else
{
waveformSprite.orientation = HORIZONTAL;
// waveformSprite2.orientation = HORIZONTAL;
}
}
if (waveformAudio.isPlaying)
{
var songTimeSeconds:Float = waveformAudio.time / 1000;
drawWaveform(songTimeSeconds, duration);
// waveformSprite takes a time in fractional seconds, not milliseconds.
var timeSeconds = waveformAudio.time / 1000;
waveformSprite.time = timeSeconds;
// waveformSprite2.time = timeSeconds;
}
if (FlxG.keys.justPressed.UP)
{
trace('Zooming out');
duration += 1.0;
drawTheWaveform();
waveformSprite.duration += 1.0;
// waveformSprite2.duration += 1.0;
}
if (FlxG.keys.justPressed.DOWN)
{
trace('Zooming in');
duration -= 1.0;
drawTheWaveform();
waveformSprite.duration -= 1.0;
// waveformSprite2.duration -= 1.0;
}
if (FlxG.keys.justPressed.LEFT)
{
trace('Seeking back');
time -= 1.0;
drawTheWaveform();
waveformSprite.time -= 1.0;
// waveformSprite2.time -= 1.0;
}
if (FlxG.keys.justPressed.RIGHT)
{
trace('Seeking forward');
time += 1.0;
drawTheWaveform();
waveformSprite.time += 1.0;
// waveformSprite2.time += 1.0;
}
}
var time:Float = 0.0;
var duration:Float = 5.0;
function drawTheWaveform():Void
{
drawWaveform(time, duration);
}
public override function destroy():Void
{
super.destroy();