Soundwave component
This commit is contained in:
parent
6fc26283bd
commit
faab8ad544
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@ -1,7 +1,8 @@
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import { createMemo, createSignal, onMount } from 'solid-js'
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import { createEffect, createMemo, createSignal, onMount } from 'solid-js'
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import { For } from 'solid-js/web'
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import type { Shout } from '../../graphql/types.gen'
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import { drawAudio } from '../../utils/soundwave'
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import { Soundwave } from './Soundwave'
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type MediaItem = any
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export default (props: { shout: Shout }) => {
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@ -12,23 +13,17 @@ export default (props: { shout: Shout }) => {
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}
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return []
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})
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let audioRef: HTMLAudioElement
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const [currentTrack, setCurrentTrack] = createSignal(media()[0])
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const [paused, setPaused] = createSignal(true)
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const togglePlayPause = () => setPaused(!paused())
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const playMedia = (m: MediaItem) => {}
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const playMedia = (m: MediaItem) => {
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audioRef.src = m.get('src')
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audioRef.play()
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}
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const [audioContext, setAudioContext] = createSignal<AudioContext>()
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const currentTimer = createMemo(() => {
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// TODO: return current audio player track position
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return 1
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})
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onMount(() => {
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const actx = new AudioContext()
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setAudioContext(actx)
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drawAudio(actx, currentTrack().src)
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})
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const SoundWave = () => <canvas></canvas>
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onMount(() => setAudioContext(new AudioContext()))
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createEffect(() => (paused() ? audioRef.play : audioRef.pause)())
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return (
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<div class="audio-container">
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<div class="audio-img">
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@ -43,27 +38,24 @@ export default (props: { shout: Shout }) => {
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</div>
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<div class="audio-player-list">
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<div class="player ng-scope">
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<div class="player-title ng-binding ng-scope">{currentTrack().title}</div>
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<i class="fas fa-pause fa-3x fa-fw ng-scope" onClick={togglePlayPause} style=""></i>
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<div class="player current-track">
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<div class="player-title">{currentTrack().title}</div>
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<i class="fas fa-pause fa-3x fa-fw" onClick={togglePlayPause}></i>
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<div class="player-progress">
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<SoundWave />
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<span class="position ng-binding">{currentTimer() / currentTrack().length}</span>
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<Soundwave context={audioContext()} url={currentTrack().src} />
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<span class="track-position">{`${audioRef.currentTime} / ${audioRef.duration}`}</span>
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</div>
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<audio ref={audioRef} />
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</div>
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<ul
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class="other-songs ng-scope is-playing"
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ng-class="{ 'is-playing': post._id === $root.currentMusicPostId }"
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style=""
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>
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<ul class="all-tracks">
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<For each={media()}>
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{(m: MediaItem) => (
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<li ng-repeat="mediaItem in post.media" class="ng-scope">
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<li>
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<div class="player-status">
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<i class="fas fa-play fa-fw ng-scope" onClick={() => playMedia(m)}></i>
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<i class="fas fa-play fa-fw" onClick={() => playMedia(m)}></i>
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</div>
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<span class="track-title ng-binding">{m.title}</span>
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<span class="track-title">{m.title}</span>
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</li>
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)}
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</For>
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108
src/components/Article/Soundwave.tsx
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108
src/components/Article/Soundwave.tsx
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import { onMount } from 'solid-js'
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interface SoundwaveProps {
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url: String
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context: AudioContext
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}
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export const Soundwave = (props: SoundwaveProps) => {
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let canvasRef: HTMLCanvasElement
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/**
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* A utility function for drawing our line segments
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* @param {AudioContext} ctx the audio context
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* @param {number} x the x coordinate of the beginning of the line segment
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* @param {number} height the desired height of the line segment
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* @param {number} width the desired width of the line segment
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* @param {boolean} isEven whether or not the segmented is even-numbered
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*/
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const drawLineSegment = (ctx, x, height, width, isEven) => {
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ctx.lineWidth = 1 // how thick the line is
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ctx.strokeStyle = '#fff' // what color our line is
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ctx.beginPath()
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const h = isEven ? height : -height
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ctx.moveTo(x, 0)
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ctx.lineTo(x, h)
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ctx.arc(x + width / 2, h, width / 2, Math.PI, 0, isEven)
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ctx.lineTo(x + width, 0)
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ctx.stroke()
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}
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/**
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* Draws the audio file into a canvas element.
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* @param {Array} normalizedData The filtered array returned from filterData()
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* @returns {Array} a normalized array of data
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*/
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const draw = (normalizedData) => {
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// set up the canvas
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const canvas = canvasRef
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const dpr = window.devicePixelRatio || 1
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const padding = 20
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canvas.width = canvas.offsetWidth * dpr
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canvas.height = (canvas.offsetHeight + padding * 2) * dpr
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const ctx = canvas.getContext('2d')
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ctx.scale(dpr, dpr)
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ctx.translate(0, canvas.offsetHeight / 2 + padding) // set Y = 0 to be in the middle of the canvas
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// draw the line segments
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const width = canvas.offsetWidth / normalizedData.length
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// eslint-disable-next-line unicorn/no-for-loop
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for (let i = 0; i < normalizedData.length; i++) {
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const x = width * i
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let height = normalizedData[i] * canvas.offsetHeight - padding
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if (height < 0) {
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height = 0
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} else if (height > canvas.offsetHeight / 2) {
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height = height - canvas.offsetHeight / 2
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}
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drawLineSegment(ctx, x, height, width, (i + 1) % 2)
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}
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}
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/**
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* Filters the AudioBuffer retrieved from an external source
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* @param {AudioBuffer} audioBuffer the AudioBuffer from drawAudio()
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* @returns {Array} an array of floating point numbers
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*/
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const filterData = (audioBuffer) => {
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const rawData = audioBuffer.getChannelData(0) // We only need to work with one channel of data
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const samples = 70 // Number of samples we want to have in our final data set
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const blockSize = Math.floor(rawData.length / samples) // the number of samples in each subdivision
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const filteredData = []
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for (let i = 0; i < samples; i++) {
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const blockStart = blockSize * i // the location of the first sample in the block
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let sum = 0
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for (let j = 0; j < blockSize; j++) {
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sum = sum + Math.abs(rawData[blockStart + j]) // find the sum of all the samples in the block
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}
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filteredData.push(sum / blockSize) // divide the sum by the block size to get the average
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}
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return filteredData
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}
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/**
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* Normalizes the audio data to make a cleaner illustration
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* @param {Array} filteredData the data from filterData()
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* @returns {Array} an normalized array of floating point numbers
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*/
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const normalizeData = (filteredData) => {
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const multiplier = Math.pow(Math.max(...filteredData), -1)
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return filteredData.map((n) => n * multiplier)
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}
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/**
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* Retrieves audio from an external source, the initializes the drawing function
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* @param {AudioContext} audioContext the audio context
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* @param {String} url the url of the audio we'd like to fetch
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*/
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const drawAudio = (audioContext, url) => {
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fetch(url)
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.then((response) => response.arrayBuffer())
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.then((arrayBuffer) => audioContext.decodeAudioData(arrayBuffer))
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.then((audioBuffer) => draw(normalizeData(filterData(audioBuffer))))
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.catch(console.error)
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}
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onMount(() => {
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drawAudio(props.context, props.url)
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})
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return <canvas ref={canvasRef}></canvas>
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}
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@ -1,92 +0,0 @@
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/**
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* A utility function for drawing our line segments
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* @param {AudioContext} ctx the audio context
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* @param {number} x the x coordinate of the beginning of the line segment
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* @param {number} height the desired height of the line segment
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* @param {number} width the desired width of the line segment
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* @param {boolean} isEven whether or not the segmented is even-numbered
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*/
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export const drawLineSegment = (ctx, x, height, width, isEven) => {
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ctx.lineWidth = 1 // how thick the line is
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ctx.strokeStyle = '#fff' // what color our line is
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ctx.beginPath()
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height = isEven ? height : -height
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ctx.moveTo(x, 0)
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ctx.lineTo(x, height)
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ctx.arc(x + width / 2, height, width / 2, Math.PI, 0, isEven)
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ctx.lineTo(x + width, 0)
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ctx.stroke()
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}
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/**
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* Draws the audio file into a canvas element.
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* @param {Array} normalizedData The filtered array returned from filterData()
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* @returns {Array} a normalized array of data
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*/
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export const draw = (normalizedData) => {
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// set up the canvas
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const canvas = document.querySelector('canvas')
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const dpr = window.devicePixelRatio || 1
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const padding = 20
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canvas.width = canvas.offsetWidth * dpr
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canvas.height = (canvas.offsetHeight + padding * 2) * dpr
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const ctx = canvas.getContext('2d')
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ctx.scale(dpr, dpr)
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ctx.translate(0, canvas.offsetHeight / 2 + padding) // set Y = 0 to be in the middle of the canvas
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// draw the line segments
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const width = canvas.offsetWidth / normalizedData.length
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for (let i = 0; i < normalizedData.length; i++) {
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const x = width * i
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let height = normalizedData[i] * canvas.offsetHeight - padding
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if (height < 0) {
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height = 0
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} else if (height > canvas.offsetHeight / 2) {
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height = height - canvas.offsetHeight / 2
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}
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drawLineSegment(ctx, x, height, width, (i + 1) % 2)
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}
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}
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/**
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* Filters the AudioBuffer retrieved from an external source
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* @param {AudioBuffer} audioBuffer the AudioBuffer from drawAudio()
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* @returns {Array} an array of floating point numbers
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*/
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export const filterData = (audioBuffer) => {
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const rawData = audioBuffer.getChannelData(0) // We only need to work with one channel of data
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const samples = 70 // Number of samples we want to have in our final data set
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const blockSize = Math.floor(rawData.length / samples) // the number of samples in each subdivision
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const filteredData = []
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for (let i = 0; i < samples; i++) {
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let blockStart = blockSize * i // the location of the first sample in the block
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let sum = 0
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for (let j = 0; j < blockSize; j++) {
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sum = sum + Math.abs(rawData[blockStart + j]) // find the sum of all the samples in the block
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}
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filteredData.push(sum / blockSize) // divide the sum by the block size to get the average
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}
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return filteredData
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}
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/**
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* Normalizes the audio data to make a cleaner illustration
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* @param {Array} filteredData the data from filterData()
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* @returns {Array} an normalized array of floating point numbers
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*/
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export const normalizeData = (filteredData) => {
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const multiplier = Math.pow(Math.max(...filteredData), -1)
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return filteredData.map((n) => n * multiplier)
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}
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/**
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* Retrieves audio from an external source, the initializes the drawing function
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* @param {AudioContext} audioContext the audio context
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* @param {String} url the url of the audio we'd like to fetch
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*/
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export const drawAudio = (audioContext, url) => {
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fetch(url)
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.then((response) => response.arrayBuffer())
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.then((arrayBuffer) => audioContext.decodeAudioData(arrayBuffer))
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.then((audioBuffer) => draw(normalizeData(filterData(audioBuffer))))
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}
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