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; 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; public function new(daSound:FlxSound, ?col:FlxColor = FlxColor.WHITE, ?height:Float = 720, ?detail:Float = 1) { super(0, 0, col); 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); // gets how many samples to generate var samplesToGen:Int = Std.int(sampleRate * seconds); if (samplesToGen == 0) return; // gets which sample to start at var startSample:Int = Std.int(FlxMath.remapToRange(start, 0, vis.snd.length, 0, numSamples)); // 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(); var funnyPixels:Int = Std.int(daHeight); // 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); add_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; if (vis.snd.time < vis.snd.length - realtimeVisLenght) generateSection(vis.snd.time, realtimeVisLenght); } } } public function checkAndSetBuffer() { vis.checkAndSetBuffer(); if (vis.setBuffer) { audioData = vis.audioData; sampleRate = vis.sampleRate; setBuffer = vis.setBuffer; numSamples = Std.int(audioData.length / 2); } } } enum VISTYPE { STATIC; UPDATED; FREQUENCIES; }