mirror of
https://github.com/ninjamuffin99/Funkin.git
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152 lines
4 KiB
Haxe
152 lines
4 KiB
Haxe
package funkin.audio.visualize;
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import funkin.graphics.FunkinSprite;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import flixel.sound.FlxSound;
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import funkin.vis.dsp.SpectralAnalyzer;
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using Lambda;
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@:nullSafety
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class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
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{
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// public var vis:VisShit;
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var analyzer:Null<SpectralAnalyzer> = null;
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var volumes:Array<Float> = [];
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public var snd:Null<FlxSound> = null;
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static final BAR_COUNT:Int = 7;
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// TODO: Make the sprites easier to soft code.
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public function new(snd:FlxSound, pixel:Bool)
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{
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super();
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this.snd = snd;
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var visCount = pixel ? (BAR_COUNT + 1) : (BAR_COUNT + 1);
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var visScale = pixel ? 6 : 1;
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var visFrms:FlxAtlasFrames = Paths.getSparrowAtlas(pixel ? 'characters/abotPixel/aBotVizPixel' : 'characters/abot/aBotViz');
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// these are the differences in X position, from left to right
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var positionX:Array<Float> = pixel ? [0, 7 * 6, 8 * 6, 9 * 6, 10 * 6, 6 * 6, 7 * 6] : [0, 59, 56, 66, 54, 52, 51];
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var positionY:Array<Float> = pixel ? [0, -2 * 6, -1 * 6, 0, 0, 1 * 6, 2 * 6] : [0, -8, -3.5, -0.4, 0.5, 4.7, 7];
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for (index in 1...visCount)
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{
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// pushes initial value
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volumes.push(0.0);
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// Sum the offsets up to the current index
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var sum = function(num:Float, total:Float) return total += num;
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var posX:Float = positionX.slice(0, index).fold(sum, 0);
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var posY:Float = positionY.slice(0, index).fold(sum, 0);
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var viz:FunkinSprite = new FunkinSprite(posX, posY);
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viz.frames = visFrms;
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viz.antialiasing = pixel ? false : true;
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viz.scale.set(visScale, visScale);
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add(viz);
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var visStr = 'viz';
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viz.animation.addByPrefix('VIZ', '$visStr${index}0', 0);
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viz.animation.play('VIZ', false, false, 1);
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}
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}
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public function initAnalyzer():Void
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{
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if (snd == null) return;
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@:privateAccess
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analyzer = new SpectralAnalyzer(snd._channel.__audioSource, BAR_COUNT, 0.1, 40);
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// A-Bot tuning...
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analyzer.minDb = -65;
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analyzer.maxDb = -25;
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analyzer.maxFreq = 22000;
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// we use a very low minFreq since some songs use low low subbass like a boss
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analyzer.minFreq = 10;
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#if sys
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// On native it uses FFT stuff that isn't as optimized as the direct browser stuff we use on HTML5
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// So we want to manually change it!
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analyzer.fftN = 256;
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#end
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// analyzer.maxDb = -35;
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// analyzer.fftN = 2048;
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}
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public function dumpSound():Void
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{
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snd = null;
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analyzer = null;
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}
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var visTimer:Float = -1;
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var visTimeMax:Float = 1 / 30;
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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}
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static inline function min(x:Int, y:Int):Int
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{
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return x > y ? y : x;
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}
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override function draw()
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{
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super.draw();
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drawFFT();
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}
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/**
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* TJW funkin.vis based visualizer! updateFFT() is the old nasty shit that dont worky!
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*/
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function drawFFT():Void
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{
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var levels = (analyzer != null) ? analyzer.getLevels() : getDefaultLevels();
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for (i in 0...min(group.members.length, levels.length))
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{
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var animFrame:Int = (FlxG.sound.volume == 0 || FlxG.sound.muted) ? 0 : Math.round(levels[i].value * 6);
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// don't display if we're at 0 volume from the level
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group.members[i].visible = animFrame > 0;
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// decrement our animFrame, so we can get a value from 0-5 for animation frames
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animFrame -= 1;
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animFrame = Math.floor(Math.min(5, animFrame));
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animFrame = Math.floor(Math.max(0, animFrame));
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animFrame = Std.int(Math.abs(animFrame - 5)); // shitty dumbass flip, cuz dave got da shit backwards lol!
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group.members[i].animation.curAnim.curFrame = animFrame;
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}
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}
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/**
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* Explicitly define the default levels to draw when the analyzer is not available.
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* @return Array<Bar>
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*/
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static function getDefaultLevels():Array<Bar>
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{
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var result:Array<Bar> = [];
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for (i in 0...BAR_COUNT)
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{
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result.push({value: 0, peak: 0.0});
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}
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return result;
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}
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}
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