Realtime moving Waveform
I\'m currently playing with Web Audio API and made a spectrum using canvas.
Ok, so what i would do is to load the sound with an XMLHttpRequest, then decode it using webaudio, then display it 'carefully' to have the colors you are searching for.
I just made a quick version, copy-pasting from various of my projects, it is quite working, as you might see with this picture :
The issue is that it is slow as hell. To have (more) decent speed, you'll have to do some computation to reduce the number of lines to draw on the canvas, because at 441000 Hz, you very quickly get too many lines to draw.
// AUDIO CONTEXT
window.AudioContext = window.AudioContext || window.webkitAudioContext ;
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = 512, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#222' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#121';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
context.globalAlpha = 0.06 ; // lineOpacity ;
for (var i=0; i< leftChannel.length; i++) {
// on which line do we get ?
var x = Math.floor ( canvasWidth * i / leftChannel.length ) ;
var y = leftChannel[i] * canvasHeight / 2 ;
context.beginPath();
context.moveTo( x , 0 );
context.lineTo( x+1, y );
context.stroke();
}
context.restore();
console.log('done');
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('could_be_better.mp3');
Edit : The issue here is that we have too much data to draw. Take a 3 minutes mp3, you'll have 3*60*44100 = about 8.000.000 line to draw. On a display that has, say, 1024 px resolution, that makes 8.000 lines per pixel...
In the code above, the canvas is doing the 'resampling', by drawing lines with low-opacity and in 'ligther' composition mode (e.g. pixel's r,g,b will add-up).
To speed-up things, you have to re-sample by yourself, but to get some colors, it's not just a down-sampling, you'll have to handle a set (within a performance array most probably) of 'buckets', one for each horizontal pixel (so, say 1024), and in every bucket you compute the cumulated sound pressure, the variance, min, max and then, at display time, you decide how you will render that with colors.
For instance :
values between 0 positiveMin are very clear. (any sample is below that point).
values between positiveMin and positiveAverage - variance are darker,
values between positiveAverage - variance and positiveAverage + variance are darker,
and values between positiveAverage+variance and positiveMax lighter .
(same for negative values)
That makes 5 colors for each bucket, and it's still quite some work, for you to code and for the browser to compute.
I don't know if the performance could get decent with this, but i fear the statistics accuracy and the color coding of the software you mention can't be reached on a browser (obviously not in real-time), and that you'll have to make some compromises.
Edit 2 :
I tried to get some colors out of stats but it quite failed. My guess, now, is that the guys at tracktor also change color depending on frequency.... quite some work here....
Anyway, just for the record, the code for an average / mean variation follows.
(variance was too low, i had to use mean variation).
// MUSIC DISPLAY
function displayBuffer2(buff /* is an AudioBuffer */) {
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
// we 'resample' with cumul, count, variance
// Offset 0 : PositiveCumul 1: PositiveCount 2: PositiveVariance
// 3 : NegativeCumul 4: NegativeCount 5: NegativeVariance
// that makes 6 data per bucket
var resampled = new Float64Array(canvasWidth * 6 );
var i=0, j=0, buckIndex = 0;
var min=1e3, max=-1e3;
var thisValue=0, res=0;
var sampleCount = leftChannel.length;
// first pass for mean
for (i=0; i<sampleCount; i++) {
// in which bucket do we fall ?
buckIndex = 0 | ( canvasWidth * i / sampleCount );
buckIndex *= 6;
// positive or negative ?
thisValue = leftChannel[i];
if (thisValue>0) {
resampled[buckIndex ] += thisValue;
resampled[buckIndex + 1] +=1;
} else if (thisValue<0) {
resampled[buckIndex + 3] += thisValue;
resampled[buckIndex + 4] +=1;
}
if (thisValue<min) min=thisValue;
if (thisValue>max) max = thisValue;
}
// compute mean now
for (i=0, j=0; i<canvasWidth; i++, j+=6) {
if (resampled[j+1] != 0) {
resampled[j] /= resampled[j+1]; ;
}
if (resampled[j+4]!= 0) {
resampled[j+3] /= resampled[j+4];
}
}
// second pass for mean variation ( variance is too low)
for (i=0; i<leftChannel.length; i++) {
// in which bucket do we fall ?
buckIndex = 0 | (canvasWidth * i / leftChannel.length );
buckIndex *= 6;
// positive or negative ?
thisValue = leftChannel[i];
if (thisValue>0) {
resampled[buckIndex + 2] += Math.abs( resampled[buckIndex] - thisValue );
} else if (thisValue<0) {
resampled[buckIndex + 5] += Math.abs( resampled[buckIndex + 3] - thisValue );
}
}
// compute mean variation/variance now
for (i=0, j=0; i<canvasWidth; i++, j+=6) {
if (resampled[j+1]) resampled[j+2] /= resampled[j+1];
if (resampled[j+4]) resampled[j+5] /= resampled[j+4];
}
context.save();
context.fillStyle = '#000' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.translate(0.5,canvasHeight / 2);
context.scale(1, 200);
for (var i=0; i< canvasWidth; i++) {
j=i*6;
// draw from positiveAvg - variance to negativeAvg - variance
context.strokeStyle = '#F00';
context.beginPath();
context.moveTo( i , (resampled[j] - resampled[j+2] ));
context.lineTo( i , (resampled[j +3] + resampled[j+5] ) );
context.stroke();
// draw from positiveAvg - variance to positiveAvg + variance
context.strokeStyle = '#FFF';
context.beginPath();
context.moveTo( i , (resampled[j] - resampled[j+2] ));
context.lineTo( i , (resampled[j] + resampled[j+2] ) );
context.stroke();
// draw from negativeAvg + variance to negativeAvg - variance
// context.strokeStyle = '#FFF';
context.beginPath();
context.moveTo( i , (resampled[j+3] + resampled[j+5] ));
context.lineTo( i , (resampled[j+3] - resampled[j+5] ) );
context.stroke();
}
context.restore();
console.log('done 231 iyi');
}
// AUDIO CONTEXT
window.AudioContext = (window.AudioContext ||
window.webkitAudioContext ||
window.mozAudioContext ||
window.oAudioContext ||
window.msAudioContext);
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = window.innerWidth, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var drawLines = 500;
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#080808' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#46a0ba';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
//context.globalAlpha = 0.6 ; // lineOpacity ;
context.lineWidth=1;
var totallength = leftChannel.length;
var eachBlock = Math.floor(totallength / drawLines);
var lineGap = (canvasWidth/drawLines);
context.beginPath();
for(var i=0;i<=drawLines;i++){
var audioBuffKey = Math.floor(eachBlock * i);
var x = i*lineGap;
var y = leftChannel[audioBuffKey] * canvasHeight / 2;
context.moveTo( x, y );
context.lineTo( x, (y*-1) );
}
context.stroke();
context.restore();
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('https://raw.githubusercontent.com/katspaugh/wavesurfer.js/master/example/media/demo.wav');
Hi was also facing loading time issue. Just i have controlled that by reducing number of lines want to draw and little canvas function call placement. see following code for your reference.
// AUDIO CONTEXT
window.AudioContext = (window.AudioContext ||
window.webkitAudioContext ||
window.mozAudioContext ||
window.oAudioContext ||
window.msAudioContext);
if (!AudioContext) alert('This site cannot be run in your Browser. Try a recent Chrome or Firefox. ');
var audioContext = new AudioContext();
var currentBuffer = null;
// CANVAS
var canvasWidth = window.innerWidth, canvasHeight = 120 ;
var newCanvas = createCanvas (canvasWidth, canvasHeight);
var context = null;
window.onload = appendCanvas;
function appendCanvas() { document.body.appendChild(newCanvas);
context = newCanvas.getContext('2d'); }
// MUSIC LOADER + DECODE
function loadMusic(url) {
var req = new XMLHttpRequest();
req.open( "GET", url, true );
req.responseType = "arraybuffer";
req.onreadystatechange = function (e) {
if (req.readyState == 4) {
if(req.status == 200)
audioContext.decodeAudioData(req.response,
function(buffer) {
currentBuffer = buffer;
displayBuffer(buffer);
}, onDecodeError);
else
alert('error during the load.Wrong url or cross origin issue');
}
} ;
req.send();
}
function onDecodeError() { alert('error while decoding your file.'); }
// MUSIC DISPLAY
function displayBuffer(buff /* is an AudioBuffer */) {
var drawLines = 500;
var leftChannel = buff.getChannelData(0); // Float32Array describing left channel
var lineOpacity = canvasWidth / leftChannel.length ;
context.save();
context.fillStyle = '#080808' ;
context.fillRect(0,0,canvasWidth,canvasHeight );
context.strokeStyle = '#46a0ba';
context.globalCompositeOperation = 'lighter';
context.translate(0,canvasHeight / 2);
//context.globalAlpha = 0.6 ; // lineOpacity ;
context.lineWidth=1;
var totallength = leftChannel.length;
var eachBlock = Math.floor(totallength / drawLines);
var lineGap = (canvasWidth/drawLines);
context.beginPath();
for(var i=0;i<=drawLines;i++){
var audioBuffKey = Math.floor(eachBlock * i);
var x = i*lineGap;
var y = leftChannel[audioBuffKey] * canvasHeight / 2;
context.moveTo( x, y );
context.lineTo( x, (y*-1) );
}
context.stroke();
context.restore();
}
function createCanvas ( w, h ) {
var newCanvas = document.createElement('canvas');
newCanvas.width = w; newCanvas.height = h;
return newCanvas;
};
loadMusic('could_be_better.mp3');