import { audioService } from '@/services' export class AudioAnalyzer { private bass = 0. private mid = 0. private high = 0. private level = 0. private history = 0. private frame = 0 private readonly frequencyBinCount: number // [!] this can't be read-only regardless of IDE's suggestion private audioBuffer: Uint8Array private analyzer: AnalyserNode constructor () { this.analyzer = audioService.analyzer this.analyzer.fftSize = 128 this.frequencyBinCount = this.analyzer.frequencyBinCount this.audioBuffer = new Uint8Array(this.frequencyBinCount) } update () { this.analyzer.getByteFrequencyData(this.audioBuffer) let bass = 0., mid = 0., high = 0. if (this.audioBuffer[0] === 0) { // create a "pulse" effect on audio idle if (this.frame % 40 == (Math.floor(Math.random() * 40.))) { bass = Math.random() mid = Math.random() high = Math.random() } } else { const passSize = this.frequencyBinCount / 3. for (let i = 0; i < this.frequencyBinCount; i++) { const val = Math.pow(this.audioBuffer[i] / 196., 3.) if (i < passSize) bass += val else if (i >= passSize && i < passSize * 2) mid += val else if (i >= passSize * 2) high += val } bass /= passSize mid /= passSize high /= passSize } this.bass = this.bass > bass ? this.bass * .96 : bass this.mid = this.mid > mid ? this.mid * .96 : mid this.high = this.high > high ? this.high * .96 : high this.level = (this.bass + this.mid + this.high) / 3. this.history += this.level * .01 + .005 this.frame++ } getBass () { return this.bass || 0. } getMid () { return this.mid || 0. } getHigh () { return this.high || 0. } getLevel () { return this.level || 0. } getHistory () { return this.history || 0. } }