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'''/2 ''floats'' representing the current audio frame waveform.
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] * 256)
                 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>
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{{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 [-]
Client
soundHandler = 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 [-]
Client
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)

This example creates a sound viewer, but only with bars up.

Click to collapse [-]
Client
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)

This example creates a sound viewer on the bottom right corner of the screen.

Click to collapse [-]
Client
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)

Changelog

Version Description
1.3.2 Added player element to use a players voice

See Also