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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>three.js Graphic EQ</title>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
div#mp3_player{ width:500px; height:60px; background:#000; padding:5px; margin:50px auto; }
div#mp3_player > div > audio{ width:500px; background:#000; float:left; }
div#mp3_player > canvas{ width:500px; height:30px; background:#002D3C; float:left; }
div#container > canvas{ width:800px; height:600px; background:#ffffff; float:left; }
</style>
</head>
<body>
<script src="docs/libraries/three.js"></script>
<script src="docs/libraries/OrbitControls.js"></script>
<script src="docs/libraries/stats.js"></script>
<div id="container">
<div id="mp3_player">
<div id="audio_box">
</div>
<script type="text/javascript">
/*** base Graphic EQ code by srchea ***/
var camera, scene, renderer;
var controls;
var listener;
var document;
var audio = new Audio();
// Establish all variables that your Analyser will use
var source, mainContext, filterCtx, mainBuffer, mainGain, analyser, bandFilter;
scene = new THREE.Scene();
function audioElement(){
// Create a new instance of an audio object and adjust some of its properties
audio.src = "docs/musaky.mp3";
audio.controls = true;
audio.loop = true;
audio.autoplay = true;
mainContext = new (window.AudioContext || window.webkitAudioContext)();
filterCtx = new (window.AudioContext || window.webkitAudioContext)();
bandFilter = filterCtx.createBiquadFilter(); // BiquadFilterNode
analyser = filterCtx.createAnalyser(); // AnalyserNode
analyser.fftSize = 16384; //or 32768
mainBuffer = mainContext.createBuffer(2, mainContext.sampleRate * 2.221, mainContext.sampleRate);
mainGain = mainContext.createGain();
//USE THE copyFromChannel() method of the AudioBuffer interface into another
//buffer instead of sources
source = mainContext.createMediaElementSource(audio);
sourceB = mainContext.createBufferSource();
sourceB.buffer = mainBuffer;
//source.connect(mainContext.destination);
//Merge the two channels into one for graphic EQ processing
merger = mainContext.createChannelMerger(2);
source.connect(merger);
var source0 = clone(source);
var bandFilter0 = bandFilter;
source0.connect(bandFilter0);
setBqFreqBand(9);
var analyser0 = analyser;
bandFilter0.connect(analyser0);
var source1 = clone(source);
var bandFilter1 = bandFilter;
source1.connect(bandFilter1);
setBqFreqBand(8);
var analyser1 = analyser;
bandFilter1.connect(analyser1);
var source2 = clone(source);
var bandFilter2 = bandFilter;
source2.connect(bandFilter2);
setBqFreqBand(7);
var analyser2 = analyser;
bandFilter2.connect(analyser2);
var source3 = clone(source);
var bandFilter3 = bandFilter;
source3.connect(bandFilter3);
setBqFreqBand(6);
var analyser3 = analyser;
bandFilter3.connect(analyser3);
var source4 = clone(source);
var bandFilter4 = bandFilter;
source4.connect(bandFilter4);
setBqFreqBand(5);
var analyser4 = analyser;
bandFilter4.connect(analyser4);
var source5 = clone(source);
var bandFilter5 = bandFilter;
source5.connect(bandFilter5);
setBqFreqBand(4);
var analyser5 = analyser;
bandFilter5.connect(analyser5);
var source6 = clone(source);
var bandFilter6 = bandFilter;
source6.connect(bandFilter6);
setBqFreqBand(3);
var analyser6 = analyser;
bandFilter6.connect(analyser6);
var source7 = clone(source);
var bandFilter7 = bandFilter;
source7.connect(bandFilter7);
setBqFreqBand(2);
var analyser7 = analyser;
bandFilter7.connect(analyser7);
var source8 = clone(source);
var bandFilter8 = bandFilter;
source8.connect(bandFilter8);
setBqFreqBand(1);
var analyser8 = analyser;
bandFilter8.connect(analyser8);
var source9 = clone(source);
var bandFilter9 = bandFilter;
source9.connect(bandFilter9);
setBqFreqBand(0);
var analyser9 = analyser;
bandFilter9.connect(analyser9);
mainBuffer.connect(mainGain);
mainGain.connect(mainContext.destination);
mainGain.gain.setValueAtTime(0.333, mainContext.currentTime);
//return analyser;
}
function getBqFreqBands(k){
// Set the number of frequency bands for the EQ
var freqBands = new Float32Array(10);
//freqBands[0] = 0; //Placeholder for ease of iteration above
if (k == 0) {
freqBands[k] = 31.25; }
else {
freqBands[k] = freqBands[k-1] * 2; }
var freq = freqBands[k];
console.log(freq); // log frequency bands
return freq;
}
function setBqFreqBand(f){
bandFilter.type = "bandpass";
bandFilter.frequency.value = getBqFreqBands(f);
bandFilter.Q.value = 29.7;
}
function freqData(m, aCtx){
var bufferLength = aCtx.frequencyBinCount;
var dataArray = new Float32Array(bufferLength);
('analyser' + m).getFloatFrequencyData(dataArray);
var v = ( dataArray.reduce(function(acc, val) { return acc + val; }, 0) ) / 2;
console.log(v*0.1);
return v;
}
function setRect(n, analCtx){
var geometry = new THREE.CubeGeometry(10, -(freqData(n, analCtx)*0.1), 10);
var material = new THREE.MeshBasicMaterial({
color: 0x7777ff});
var rect = new THREE.Mesh(geometry, material);
rect.name = "rect-" + scene.children.length;
rect.translateZ(n * 12.0);
scene.add(rect);
}
function clearScene(scene) {
var j;
for (j = scene.children.length - 1; j >= 0; j--) {
var obj = scene.children[j];
if (obj instanceof THREE.Mesh && obj.type == "Mesh") {
obj.geometry.dispose();
obj.geometry = null;
obj.material.dispose();
obj.material = null;
scene.remove( obj );
obj = null;
}
else {
if (obj.children !== undefined) {
while (obj.children.length > 0) {
this.clearScene(obj.children[0]);
obj.remove(obj.children[0]);
}
}
}
}
}
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 100, 1000 );
camera.position.set( 250, 250, 250 );
// create an AudioListener and add it to the camera
listener = new THREE.AudioListener();
camera.add( listener );
audioElement();
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
// show cubes in an array
var i;
for(i=0; i<10; i++) {
setRect(i, filterCtx);
console.log(i);
}
// show axes in the screen
var axes = new THREE.AxesHelper(2);
scene.add(axes);
var ambientLight = new THREE.AmbientLight(0x7777ff);
scene.add(ambientLight);
controls = new THREE.OrbitControls(camera);
controls.rotateSpeed = 4;
}
function frameLooper() {
//renderer.autoClear = false;
clearScene(scene);
var l;
for(l=0; l<10; l++) {
setRect(l, analysisCtx);
}
requestAnimationFrame( frameLooper );
controls.update();
renderer.render( scene, camera );
}
init();
controls.update();
renderer.render(scene, camera);
frameLooper();
document.getElementById('audio_box').appendChild(audio);
document.getElementById('container').appendChild(renderer.domElement);
</script>
</div>
</body>
</html>