GetSoundWaveData: Difference between revisions
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Tag: Rollback |
("if ( waveData )" in for?) |
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if (isElement (soundHandler)) then | if (isElement (soundHandler)) then | ||
local waveData = getSoundWaveData (soundHandler, samples) | 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) | dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * 128) | ||
end | end | ||
Line 66: | Line 66: | ||
if (isElement (soundHandler)) then | if (isElement (soundHandler)) then | ||
local waveData = getSoundWaveData (soundHandler, samples) | 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) | dxDrawRectangle (i, 128, 1, math.abs (waveData[i]) * -128) | ||
end | end | ||
Line 86: | Line 86: | ||
if (isElement (soundHandler)) then | if (isElement (soundHandler)) then | ||
local waveData = getSoundWaveData (soundHandler, samples) | 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) | dxDrawRectangle ((x-samples)+i, y-128, 1, waveData[i] * 128) | ||
end | end |
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