GetSoundWaveData: Difference between revisions

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(OOP)
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This allows things like visualisations.
This allows things like visualisations.


{{New feature/item|3.0132|1.3.2||
If the element is a player, this function will use the players voice.
If the element is a player, this function will use the players voice.
 
}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">table getSoundWaveData ( element sound, int iSamples )</syntaxhighlight>  
<syntaxhighlight lang="lua">table getSoundWaveData ( element sound, int iSamples )</syntaxhighlight>  
 
{{OOP||[[sound]]:getWaveData}}
===Required Arguments===  
===Required Arguments===  
*'''sound:''' A sound element that is created using [[playSound]] or [[playSound3D]]. Streams are also supported
*'''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:''' allowed samples are 256, 512, 1024, 2048, 4096, 8192 and 16384.


===Returns===
===Returns===
Returns a table of '''iSamples'''/2 floats representing the current audio frame waveform.
Returns a [[table]] of '''iSamples'''/2 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.


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==See Also==
==See Also==
{{Client_audio_functions}}
{{Client_audio_functions}}
[[AR:getSoundWaveData]]
 
[[ar:getSoundWaveData]]

Revision as of 17:02, 17 October 2014

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/2 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 code creates vertical waveform of sound in center of screen from top to bottom. [1] Key 9 - start, key 0 - stop.

Click to collapse [-]
Client
local handl = nil
local sx,_ = guiGetScreenSize()
local colors = { tocolor(255,0,0),tocolor(0,255,0) }
 
function clientRenderFunc()
    if(handl) then
	dxDrawRectangle(sx/2,0,1,256,tocolor(255,255,255,127))
        local bt = getSoundWaveData(handl,512)
	if(not bt) then return end
	for i=1,127 do
	    dxDrawLine(sx/2+64*bt[2*i-1],i*2-2,sx/2+64*bt[2*(i+1)-1],(i+1)*2-2,colors[2])
	    dxDrawLine(sx/2+64*bt[2*i],i*2-1,sx/2+64*bt[2*(i+1)],(i+1)*2-1,colors[1])
	end
    end
end

function clientSoundStopFunc(_)
    if(source == handl) then
	removeEventHandler("onClientRender",root,clientRenderFunc)
	removeEventHandler("onClientSoundStopped",root,clientSoundStopFunc)
	handl = nil
    end
end
 
function musicStartFunc()
    if(not handl) then
        handl = playSound('btr.mp3')
        addEventHandler("onClientRender",root,clientRenderFunc)
	addEventHandler("onClientSoundStopped",root,clientSoundStopFunc)
    end
end
 
function musicStopFunc()
    if(handl) then
        removeEventHandler("onClientRender",root,clientRenderFunc)
	removeEventHandler("onClientSoundStopped",root,clientSoundStopFunc)
        stopSound(handl)
        handl = nil
    end
end
 
bindKey("9","down",musicStartFunc)
bindKey("0","down",musicStopFunc)

Changelog

Version Description
1.3.2 Added player element to use a players voice

See Also