GetSoundWaveData: Difference between revisions
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(More senseble example) |
("if ( waveData )" in for?) |
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===Returns=== | ===Returns=== | ||
Returns a [[table]] of '''iSamples''' | Returns a [[table]] of '''iSamples''' ''floats'' representing the current audio frame waveform. | ||
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. | ||
==Example== | ==Example== | ||
This example creates a sound visualizer on the top left corner of the screen. | |||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
Line 29: | Line 30: | ||
if ( waveData ) then | if ( waveData ) then | ||
for i=0,255 do | for i=0,255 do | ||
dxDrawRectangle ( i, 128, 1, waveData[i] * | dxDrawRectangle ( i, 128, 1, waveData[i] * 128) | ||
end | end | ||
end | end | ||
Line 35: | Line 36: | ||
end | end | ||
addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender ) | addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender ) | ||
</syntaxhighlight> | |||
</section> | |||
This example creates a sound viewer, but only with bars down. | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
soundHandler = playSound ("audio.mp3") | |||
local samples = 256 | |||
function renderWave () | |||
if (isElement (soundHandler)) then | |||
local waveData = getSoundWaveData (soundHandler, samples) | |||
if (waveData) then -- Avoid NaN values. | |||
for i=0, samples-1 do | |||
dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * 128) | |||
end | |||
end | |||
end | |||
end | |||
addEventHandler ("onClientRender", root, renderWave) | |||
</syntaxhighlight> | |||
</section> | |||
This example creates a sound viewer, but only with bars up. | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
soundHandler = playSound ("audio.mp3") | |||
local samples = 256 | |||
function renderWave () | |||
if (isElement (soundHandler)) then | |||
local waveData = getSoundWaveData (soundHandler, samples) | |||
if (waveData) then -- Avoid NaN values. | |||
for i=0, samples-1 do | |||
dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * -128) | |||
end | |||
end | |||
end | |||
end | |||
addEventHandler ("onClientRender", root, renderWave) | |||
</syntaxhighlight> | |||
</section> | |||
This example creates a sound viewer on the bottom right corner of the screen. | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
soundHandler = playSound ("audio.mp3") | |||
local x, y = guiGetScreenSize () | |||
local samples = 256 | |||
function renderWave () | |||
if (isElement (soundHandler)) then | |||
local waveData = getSoundWaveData (soundHandler, samples) | |||
if (waveData) then -- Avoid NaN values. | |||
for i=0, samples-1 do | |||
dxDrawRectangle ((x-samples)+i, y-128, 1, waveData[i] * 128) | |||
end | |||
end | |||
end | |||
end | |||
addEventHandler ("onClientRender", root, renderWave) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
Line 45: | Line 104: | ||
{{Client_audio_functions}} | {{Client_audio_functions}} | ||
[[hu:getSoundWaveData]] | |||
[[ar:getSoundWaveData]] | [[ar:getSoundWaveData]] | ||
[[pt-br:getSoundWaveData]] |
Latest revision as of 06:09, 3 January 2023
This function gets the wave form data for an audio stream which is a table of floats representing the current audio frame as a wave. This allows things like visualisations.
If the element is a player, this function will use the players voice.
Syntax
table getSoundWaveData ( element sound, int iSamples )
OOP Syntax Help! I don't understand this!
- Method: sound:getWaveData(...)
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.
Returns
Returns a table of iSamples floats representing the current audio frame waveform. Returns false if the sound is not playing yet or hasn't buffered in the case of streams.
Example
This example creates a sound visualizer on the top left corner of the screen.
Click to collapse [-]
ClientsoundHandler = playSound ( "sound.wav" ) function onSoundPlayRender ( ) if ( soundHandler ) then local waveData = getSoundWaveData ( soundHandler, 256 ) if ( waveData ) then for i=0,255 do dxDrawRectangle ( i, 128, 1, waveData[i] * 128) end end end end addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender )
This example creates a sound viewer, but only with bars down.
Click to collapse [-]
ClientsoundHandler = playSound ("audio.mp3") local samples = 256 function renderWave () if (isElement (soundHandler)) then local waveData = getSoundWaveData (soundHandler, samples) if (waveData) then -- Avoid NaN values. for i=0, samples-1 do dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * 128) end end end end addEventHandler ("onClientRender", root, renderWave)
This example creates a sound viewer, but only with bars up.
Click to collapse [-]
ClientsoundHandler = playSound ("audio.mp3") local samples = 256 function renderWave () if (isElement (soundHandler)) then local waveData = getSoundWaveData (soundHandler, samples) if (waveData) then -- Avoid NaN values. for i=0, samples-1 do dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * -128) end end end end addEventHandler ("onClientRender", root, renderWave)
This example creates a sound viewer on the bottom right corner of the screen.
Click to collapse [-]
ClientsoundHandler = playSound ("audio.mp3") local x, y = guiGetScreenSize () local samples = 256 function renderWave () if (isElement (soundHandler)) then local waveData = getSoundWaveData (soundHandler, samples) if (waveData) then -- Avoid NaN values. for i=0, samples-1 do dxDrawRectangle ((x-samples)+i, y-128, 1, waveData[i] * 128) end end end end addEventHandler ("onClientRender", root, renderWave)
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