GetSoundFFTData: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
This function gets the fast fourier transform data for an audio stream which is a table of floats representing the current audio frame. This allows things like visualisations. | |||
This function gets the | A fast fourier transform generates a table of all the frequencies of the current audio frame which starts at the bass end of the spectrum to mids to highs in that order. | ||
This allows things like visualisations. | Should you have any problems there is an example resource located on the resources repository: | ||
[https://github.com/multitheftauto/mtasa-resources/tree/master/%5Bgameplay%5D/visualiser Visualiser] | |||
Just type "startmusic mystreamurl" in your console and it will play on the cinema billboard near A51. If the element is a player, this function will use the players voice. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">table getSoundFFTData( element sound, int iSamples, | <syntaxhighlight lang="lua">table getSoundFFTData ( element sound, int iSamples [, int iBands = 0 ] )</syntaxhighlight> | ||
{{OOP||[[sound]]:getFFTData}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''sound:''' | *'''sound:''' a sound element that is created using [[playSound]] or [[playSound3D]]. Streams are also supported | ||
*'''iSamples:''' allowed samples are 256, 512, 1024, 2048, 4096, 8192 and 16384. | |||
*'''iSamples''' | |||
===Optional Arguments=== | ===Optional Arguments=== | ||
*'''iBands:''' post processing option allows you to split the samples into the desired amount of bands or bars so if you only need 5 bars this saves a lot of cpu power compared to trying to do it in Lua. | |||
*'''iBands''' | |||
===Returns=== | ===Returns=== | ||
Returns a table of floats representing the current audio frame. | Returns a table of '''iSamples'''/2 (or '''iBands''' if '''iBands''' is used) ''floats'' representing the current audio frame. | ||
Returns false if the sound is not playing yet or hasn't buffered in the | Returns ''false'' if the sound is not playing yet or hasn't buffered in the | ||
case of streams. | case of streams. | ||
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<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | soundHandler = playSound ( "sound.wav" ) | ||
function onSoundPlayRender ( ) | |||
if ( soundHandler ) then | |||
local soundFFT = getSoundFFTData ( soundHandler, 2048, 256 ) | |||
if ( soundFFT ) then | |||
for i = 0, 255 do -- Data starts from index 0 | |||
dxDrawRectangle ( i, 0, 1, math.sqrt ( soundFFT[i] ) * 256 ) | |||
end | |||
end | |||
end | |||
end | |||
addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==Changelog== | |||
{{ChangelogHeader}} | |||
{{ChangelogItem|1.3.2|Added player element to use a players voice}} | |||
==See Also== | ==See Also== | ||
{{ | {{Audio_functions|client}} | ||
[[HU:getSoundFFTData]] | |||
[[ES:getSoundFFTData]] | |||
[[AR:getSoundFFTData]] | |||
[[PT-BR:getSoundFFTData]] |
Latest revision as of 22:13, 6 September 2024
This function gets the fast fourier transform data for an audio stream which is a table of floats representing the current audio frame. This allows things like visualisations. A fast fourier transform generates a table of all the frequencies of the current audio frame which starts at the bass end of the spectrum to mids to highs in that order. Should you have any problems there is an example resource located on the resources repository: Visualiser
Just type "startmusic mystreamurl" in your console and it will play on the cinema billboard near A51. If the element is a player, this function will use the players voice.
Syntax
table getSoundFFTData ( element sound, int iSamples [, int iBands = 0 ] )
OOP Syntax Help! I don't understand this!
- Method: sound:getFFTData(...)
Required Arguments
- sound: a sound element that is created using playSound or playSound3D. Streams are also supported
- iSamples: allowed samples are 256, 512, 1024, 2048, 4096, 8192 and 16384.
Optional Arguments
- iBands: post processing option allows you to split the samples into the desired amount of bands or bars so if you only need 5 bars this saves a lot of cpu power compared to trying to do it in Lua.
Returns
Returns a table of iSamples/2 (or iBands if iBands is used) floats representing the current audio frame. Returns false if the sound is not playing yet or hasn't buffered in the case of streams.
Example
soundHandler = playSound ( "sound.wav" ) function onSoundPlayRender ( ) if ( soundHandler ) then local soundFFT = getSoundFFTData ( soundHandler, 2048, 256 ) if ( soundFFT ) then for i = 0, 255 do -- Data starts from index 0 dxDrawRectangle ( i, 0, 1, math.sqrt ( soundFFT[i] ) * 256 ) end end end end addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender )
Changelog
Version | Description |
---|
1.3.2 | Added player element to use a players voice |
See Also
- getRadioChannel
- getRadioChannelName
- getSFXStatus
- getSoundBPM
- getSoundBufferLength
- getSoundEffectParameters
- getSoundEffects
- getSoundFFTData
- getSoundLength
- getSoundLevelData
- getSoundMaxDistance
- getSoundMetaTags
- getSoundMinDistance
- getSoundPan
- getSoundPosition
- getSoundProperties
- getSoundSpeed
- getSoundVolume
- getSoundWaveData
- isSoundLooped
- isSoundPanningEnabled
- isSoundPaused
- playSFX3D
- playSFX
- playSound3D
- playSound
- setRadioChannel
- setSoundEffectEnabled
- setSoundEffectParameter
- setSoundLooped
- setSoundMaxDistance
- setSoundMinDistance
- setSoundPan
- setSoundPanningEnabled
- setSoundPaused
- setSoundPosition
- setSoundProperties
- setSoundSpeed
- setSoundVolume
- stopSound
- Shared
- playSoundFrontEnd