webapp/src/components/Article/Soundwave.tsx

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import { onMount } from 'solid-js'
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/**
* A utility function for drawing our line segments
* @param {AudioContext} ctx the audio context
* @param {number} x the x coordinate of the beginning of the line segment
* @param {number} height the desired height of the line segment
* @param {number} width the desired width of the line segment
* @param {boolean} isEven whether or not the segmented is even-numbered
*/
const drawLineSegment = (ctx, x, height, width, isEven) => {
ctx.lineWidth = 1 // how thick the line is
ctx.strokeStyle = '#fff' // what color our line is
ctx.beginPath()
const h = isEven ? height : -height
ctx.moveTo(x, 0)
ctx.lineTo(x, h)
ctx.arc(x + width / 2, h, width / 2, Math.PI, 0, isEven)
ctx.lineTo(x + width, 0)
ctx.stroke()
}
/**
* Filters the AudioBuffer retrieved from an external source
* @param {AudioBuffer} audioBuffer the AudioBuffer from drawAudio()
* @returns {Array} an array of floating point numbers
*/
const filterData = (audioBuffer) => {
const rawData = audioBuffer.getChannelData(0) // We only need to work with one channel of data
const samples = 70 // Number of samples we want to have in our final data set
const blockSize = Math.floor(rawData.length / samples) // the number of samples in each subdivision
const filteredData = []
for (let i = 0; i < samples; i++) {
const blockStart = blockSize * i // the location of the first sample in the block
let sum = 0
for (let j = 0; j < blockSize; j++) {
sum = sum + Math.abs(rawData[blockStart + j]) // find the sum of all the samples in the block
}
filteredData.push(sum / blockSize) // divide the sum by the block size to get the average
}
return filteredData
}
/**
* Normalizes the audio data to make a cleaner illustration
* @param {Array} filteredData the data from filterData()
* @returns {Array} an normalized array of floating point numbers
*/
const normalizeData = (filteredData) => {
const multiplier = Math.pow(Math.max(...filteredData), -1)
return filteredData.map((n) => n * multiplier)
}
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interface SoundwaveProps {
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url: string
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context: AudioContext
}
export const Soundwave = (props: SoundwaveProps) => {
let canvasRef: HTMLCanvasElement
/**
* Draws the audio file into a canvas element.
* @param {Array} normalizedData The filtered array returned from filterData()
* @returns {Array} a normalized array of data
*/
const draw = (normalizedData) => {
// set up the canvas
const canvas = canvasRef
const dpr = window.devicePixelRatio || 1
const padding = 20
canvas.width = canvas.offsetWidth * dpr
canvas.height = (canvas.offsetHeight + padding * 2) * dpr
const ctx = canvas.getContext('2d')
ctx.scale(dpr, dpr)
ctx.translate(0, canvas.offsetHeight / 2 + padding) // set Y = 0 to be in the middle of the canvas
// draw the line segments
const width = canvas.offsetWidth / normalizedData.length
// eslint-disable-next-line unicorn/no-for-loop
for (let i = 0; i < normalizedData.length; i++) {
const x = width * i
let height = normalizedData[i] * canvas.offsetHeight - padding
if (height < 0) {
height = 0
} else if (height > canvas.offsetHeight / 2) {
height = height - canvas.offsetHeight / 2
}
drawLineSegment(ctx, x, height, width, (i + 1) % 2)
}
}
/**
* Retrieves audio from an external source, the initializes the drawing function
* @param {AudioContext} audioContext the audio context
* @param {String} url the url of the audio we'd like to fetch
*/
const drawAudio = (audioContext, url) => {
fetch(url)
.then((response) => response.arrayBuffer())
.then((arrayBuffer) => audioContext.decodeAudioData(arrayBuffer))
.then((audioBuffer) => draw(normalizeData(filterData(audioBuffer))))
.catch(console.error)
}
onMount(() => {
drawAudio(props.context, props.url)
})
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return <canvas ref={canvasRef} />
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}