mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-26 15:07:14 +00:00
159 lines
4.1 KiB
Haxe
159 lines
4.1 KiB
Haxe
package funkin.audio.visualize;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import flixel.sound.FlxSound;
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import flixel.util.FlxColor;
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import funkin.audio.visualize.VisShit;
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import funkin.graphics.rendering.MeshRender;
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import lime.utils.Int16Array;
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class PolygonSpectogram extends MeshRender
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{
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var sampleRate:Int;
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public var vis:VisShit;
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public var visType:VISTYPE = UPDATED;
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public var daHeight:Float = FlxG.height;
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public var realtimeVisLenght:Float = 0.2;
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public var realtimeStartOffset:Float = 0;
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var numSamples:Int = 0;
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var setBuffer:Bool = false;
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public var audioData:Int16Array;
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public var detail:Float = 1;
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public var thickness:Float = 2;
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public var waveAmplitude:Int = 100;
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public function new(?daSound:FlxSound, ?col:FlxColor = FlxColor.WHITE, ?height:Float = 720, ?detail:Float = 1)
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{
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super(0, 0, col);
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if (daSound != null) setSound(daSound);
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if (height != null) this.daHeight = height;
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this.detail = detail;
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// col not in yet
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}
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public function setSound(daSound:FlxSound)
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{
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vis = new VisShit(daSound);
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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switch (visType)
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{
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case UPDATED:
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realtimeVis();
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default:
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}
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}
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var prevAudioData:Int16Array;
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/**
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* Generates and draws a section of the audio data to a visual waveform
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* @param start start of the song in milliseconds
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* @param seconds how long to generate (also in milliseconds)
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*/
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public function generateSection(start:Float = 0, seconds:Float = 1):Void
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{
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checkAndSetBuffer();
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if (setBuffer)
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{
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clear();
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start = Math.max(start, 0);
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// gets how many samples to generate
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var samplesToGen:Int = Std.int(sampleRate * seconds);
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if (samplesToGen == 0) return;
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// gets which sample to start at
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var startSample:Int = Std.int(FlxMath.remapToRange(start, 0, vis.snd.length, 0, numSamples));
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// Check if startSample and samplesToGen are within the bounds of the audioData array
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if (startSample < 0 || startSample >= numSamples) return;
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if (samplesToGen <= 0 || startSample + samplesToGen > numSamples) samplesToGen = numSamples - startSample;
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var prevPoint:FlxPoint = new FlxPoint();
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var funnyPixels:Int = Std.int(daHeight * detail); // sorta redundant but just need it for different var...
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if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish funciton here, no need to re-render
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prevAudioData = audioData.subarray(startSample, samplesToGen);
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for (i in 0...funnyPixels)
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{
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var sampleApprox:Int = Std.int(FlxMath.remapToRange(i, 0, funnyPixels, startSample, startSample + samplesToGen));
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var curAud:CurAudioInfo = VisShit.getCurAud(audioData, sampleApprox);
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var coolPoint:FlxPoint = new FlxPoint();
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coolPoint.x = (curAud.balanced * waveAmplitude);
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coolPoint.y = (i / funnyPixels * daHeight);
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build_quad(prevPoint.x, prevPoint.y, prevPoint.x
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+ thickness, prevPoint.y, coolPoint.x, coolPoint.y, coolPoint.x
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+ thickness, coolPoint.y
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+ thickness);
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prevPoint.x = coolPoint.x;
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prevPoint.y = coolPoint.y;
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}
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}
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}
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var curTime:Float = 0;
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function realtimeVis():Void
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{
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if (vis.snd != null)
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{
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if (curTime != vis.snd.time)
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{
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// trace("DOIN SHIT" + FlxG.random.int(0, 200));
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if (vis.snd.playing) curTime = vis.snd.time;
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else
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{
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if (Math.abs(curTime - vis.snd.time) > 10) curTime = FlxMath.lerp(curTime, vis.snd.time, 0.5);
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}
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curTime = vis.snd.time;
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if (vis.snd.time < vis.snd.length - realtimeVisLenght) generateSection(vis.snd.time + realtimeStartOffset, realtimeVisLenght);
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}
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}
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}
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public function checkAndSetBuffer()
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{
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vis.checkAndSetBuffer();
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if (vis.setBuffer)
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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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}
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enum VISTYPE
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{
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STATIC;
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UPDATED;
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FREQUENCIES;
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}
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