mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 03:25:47 -05:00
147 lines
3.9 KiB
Haxe
147 lines
3.9 KiB
Haxe
package funkin.audiovis;
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import flixel.math.FlxMath;
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import flixel.sound.FlxSound;
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import funkin.audiovis.dsp.FFT;
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import haxe.Timer;
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import lime.system.ThreadPool;
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import lime.utils.Int16Array;
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using Lambda;
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class VisShit
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{
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public var snd:FlxSound;
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public var setBuffer:Bool = false;
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public var audioData:Int16Array;
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public var sampleRate:Int = 44100; // default, ez?
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public var numSamples:Int = 0;
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public function new(snd:FlxSound)
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{
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this.snd = snd;
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}
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public function funnyFFT(samples:Array<Float>, ?skipped:Int = 1):Array<Array<Float>>
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{
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// nab multiple samples at once in while / for loops?
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var fs:Float = 44100 / skipped; // sample rate shit?
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final fftN = 1024;
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final halfN = Std.int(fftN / 2);
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final overlap = 0.5;
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final hop = Std.int(fftN * (1 - overlap));
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// window function to compensate for overlapping
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final a0 = 0.5; // => Hann(ing) window
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final window = (n:Int) -> a0 - (1 - a0) * Math.cos(2 * Math.PI * n / fftN);
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// NOTE TO SELF FOR WHEN I WAKE UP
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// helpers, note that spectrum indexes suppose non-negative frequencies
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final binSize = fs / fftN;
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final indexToFreq = function(k:Int) {
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var powShit:Float = FlxMath.remapToRange(k, 0, halfN, 0, CoolUtil.coolBaseLog(10, halfN)); // 4.3 is almost the log of 20Khz or so. Close enuf lol
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return 1.0 * (Math.pow(10, powShit)); // we need the `1.0` to avoid overflows
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};
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// "melodic" band-pass filter
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final minFreq = 20.70;
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final maxFreq = 4000.01;
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final melodicBandPass = function(k:Int, s:Float) {
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final freq = indexToFreq(k);
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final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
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return s;
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};
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var freqOutput:Array<Array<Float>> = [];
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var c = 0; // index where each chunk begins
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var indexOfArray:Int = 0;
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while (c < samples.length)
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{
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// take a chunk (zero-padded if needed) and apply the window
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final chunk = [
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for (n in 0...fftN)
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(c + n < samples.length ? samples[c + n] : 0.0) * window(n)
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];
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// compute positive spectrum with sampling correction and BP filter
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final freqs = FFT.rfft(chunk).map(z -> z.scale(1 / fftN).magnitude).mapi(melodicBandPass);
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freqOutput.push([]);
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// if (FlxG.keys.justPressed.M)
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// trace(FFT.rfft(chunk).map(z -> z.scale(1 / fs).magnitude));
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// find spectral peaks and their instantaneous frequencies
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for (k => s in freqs)
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{
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final time = c / fs;
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final freq = indexToFreq(k);
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final power = s * s;
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if (FlxG.keys.justPressed.I)
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{
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trace(k);
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haxe.Log.trace('${time};${freq};${power}', null);
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}
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if (freq < maxFreq) freqOutput[indexOfArray].push(power);
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//
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}
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// haxe.Log.trace("", null);
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indexOfArray++;
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// move to next (overlapping) chunk
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c += hop;
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}
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if (FlxG.keys.justPressed.C) trace(freqOutput.length);
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return freqOutput;
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}
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public static function getCurAud(aud:Int16Array, index:Int):CurAudioInfo
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{
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var left = aud[index] / 32767;
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var right = aud[index + 2] / 32767;
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var balanced = (left + right) / 2;
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var funny:CurAudioInfo = {left: left, right: right, balanced: balanced};
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return funny;
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}
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public function checkAndSetBuffer()
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{
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if (snd != null && snd.playing)
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{
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if (!setBuffer)
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{
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// Math.pow3
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@:privateAccess
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var buf = snd._channel.__source.buffer;
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// @:privateAccess
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audioData = cast buf.data; // jank and hacky lol! kinda busted on HTML5 also!!
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sampleRate = buf.sampleRate;
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trace('got audio buffer shit');
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trace(sampleRate);
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trace(buf.bitsPerSample);
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setBuffer = true;
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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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}
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typedef CurAudioInfo =
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{
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var left:Float;
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var right:Float;
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var balanced:Float;
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}
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