import Sketch from 'sketch-js' import { audioService } from '@/services' import { random, sample } from 'lodash' // Audio visualization originally created by Justin Windle (@soulwire) // as seen on https://codepen.io/soulwire/pen/Dscga const NUM_PARTICLES = 128 const NUM_BANDS = 128 const SMOOTHING = 0.5 const SCALE = { MIN: 5.0, MAX: 80.0 } const SPEED = { MIN: 0.2, MAX: 1.0 } const ALPHA = { MIN: 0.8, MAX: 0.9 } const SPIN = { MIN: 0.001, MAX: 0.005 } const SIZE = { MIN: 0.5, MAX: 1.25 } const TWO_PI = Math.PI * 2 const COLORS = [ '#69D2E7', '#1B676B', '#BEF202', '#EBE54D', '#00CDAC', '#1693A5', '#F9D423', '#FF4E50', '#E7204E', '#0CCABA', '#FF006F' ] as const type Color = typeof COLORS[number] class AudioAnalyser { bandCount: number smoothing: number audio: HTMLMediaElement source: MediaElementAudioSourceNode analyser: AnalyserNode bands: Uint8Array onUpdate: Closure constructor (bandCount: number, smoothing: number, onUpdate: (bands: Uint8Array) => void) { this.bandCount = bandCount this.smoothing = smoothing this.onUpdate = onUpdate this.audio = audioService.getElement() this.source = audioService.getSource() this.analyser = audioService.getContext().createAnalyser() this.analyser.smoothingTimeConstant = this.smoothing this.analyser.fftSize = this.bandCount * 2 this.bands = new Uint8Array(this.analyser.frequencyBinCount) this.source.connect(this.analyser) this.update() } update () { requestAnimationFrame(this.update.bind(this)) if (!this.audio.paused) { this.analyser.getByteFrequencyData(this.bands) this.onUpdate(this.bands) } } } class Particle { x: number y: number level = 0 scale = 0 alpha = 0 speed = 0 color: Color = COLORS[0] size = 0 spin = 0 band = 0 smoothedScale = 0 smoothedAlpha = 0 decayScale = 0 decayAlpha = 0 rotation = 0 energy = 0 constructor (x: number, y: number) { this.x = x this.y = y this.reset() } reset () { this.level = 1 + Math.floor(random(4)) this.scale = random(SCALE.MIN, SCALE.MAX) this.alpha = random(ALPHA.MIN, ALPHA.MAX) this.speed = random(SPEED.MIN, SPEED.MAX) this.color = sample(COLORS)! this.size = random(SIZE.MIN, SIZE.MAX) this.spin = random(SPIN.MAX, SPIN.MAX) this.band = Math.floor(random(NUM_BANDS)) if (Math.random() < 0.5) { this.spin = -this.spin } this.smoothedScale = 0.0 this.smoothedAlpha = 0.0 this.decayScale = 0.0 this.decayAlpha = 0.0 this.rotation = random(TWO_PI) this.energy = random(this.band / 256) } move () { this.rotation += this.spin this.y -= this.speed * this.level } draw (ctx: CanvasRenderingContext2D) { const power = Math.exp(this.energy) const scale = this.scale * power const alpha = this.alpha * this.energy * 2 this.decayScale = Math.max(this.decayScale, scale) this.decayAlpha = Math.max(this.decayAlpha, alpha) this.smoothedScale += (this.decayScale - this.smoothedScale) * 0.3 this.smoothedAlpha += (this.decayAlpha - this.smoothedAlpha) * 0.3 this.decayScale *= 0.985 this.decayAlpha *= 0.975 ctx.save() ctx.beginPath() ctx.translate(this.x + Math.cos(this.rotation * this.speed) * 250, this.y) ctx.rotate(this.rotation) ctx.scale(this.smoothedScale * this.level, this.smoothedScale * this.level) ctx.moveTo(this.size * 0.5, 0) ctx.lineTo(this.size * -0.5, 0) ctx.lineWidth = 1 ctx.lineCap = 'round' ctx.globalAlpha = this.smoothedAlpha / this.level ctx.strokeStyle = this.color ctx.stroke() ctx.restore() } } export default (container: HTMLElement) => { const particles: Particle[] = [] Sketch.create({ container, setup () { for (let i = 0; i < NUM_PARTICLES; ++i) { particles.push(new Particle(random(this.width), random(this.height))) } new AudioAnalyser(NUM_BANDS, SMOOTHING, bands => { // update particles based on fft transformed audio frequencies particles.forEach(particle => (particle.energy = bands[particle.band] / 256)) }) }, draw () { this.globalCompositeOperation = 'lighter' particles.map(particle => { if (particle.y < (-particle.size * particle.level * particle.scale * 2)) { particle.reset() particle.x = random(this.width) particle.y = this.height + (particle.size * particle.scale * particle.level * 2) } particle.move() particle.draw(this as CanvasRenderingContext2D) }) } }) }