0.0.2 • Published 4 years ago
audio-visualization-tool v0.0.2
🎧 audio-visualization-toolkit
Lightweight and customizable audio visualization toolkit build up on web audio api.
A thin wrapper of Audio Element and Web Audio API.
It currently uses canvas2D as the graphic engine, I will implement the ability to use Three.js later.
Demo: https://eggtronic.github.io/web-audio-visualization-tool/
✨ Features
- 🌈 Customizable - provides lifecycle hooks for audio visualization and interaction.
- 🛡 Modularity - use imagination to create your own audio visualization or audio player.
- 📦 Lightweight - only few lines of code.
- 🎨 Ready to go - there are some ready to use hooks implemented for you.
✨ Useful Libraries
🌈 web-audio-beat-detector - use it to detect BPM of the audio
🖥 Environment Support
- Currently only support the latest browsers such as Chrome, but will implement the support for more browers in the future.
Firefox | Chrome |
---|---|
latest versions | latest versions |
🔨 Development
- Run
npm install
- Run
npm run build
to build- Run
npm run dev
for development
✨ Basic Usage
You can install it from npm (unstable)
`npm install --save audio-visualization-tool`
You can also get it from cdn in script tag
<script src='https://cdn.jsdelivr.net/npm/audio-visualization-tool@0.0.1/lib/index.js'></script>
In your html body you need create 2 canvas element and 1 audio element.
<audio id="myAudio" src="..." data-author="..." data-title="..."></audio> <canvas id="myCanvas" width="800" height="400"></canvas> <canvas id="myStaticCanvas" width="800" height="400"></canvas>
<script src='https://cdn.jsdelivr.net/npm/audio-visualization-tool@0.0.1/lib/index.js'></script>
<script type="module" src='example.js'></script>
> 2. Create an example.js file and copy the js code below into it. (you can also use your own name)
> 3. You will need to reference 2 canvas element id and 1 audio element id to init the AudioVisualizer.
> 4. (optional) You can reference your own canvases.
> 5. You can reuse my example style for a better preview (it's in the index.html)
```js
window.addEventListener('DOMContentLoaded', () => {
'use strict';
const AudioVisualizer = AudioVisualizeTool.AudioVisualizer;
const {
Ripple
} = AudioVisualizeTool.defaultElements;
const {
renderTime,
renderInfo,
renderLoading,
clearLoading,
renderBackgroundImg,
renderLounge,
renderProgressbar,
renderProgressbarShadow,
renderSeekBar,
renderSeekBarShadow,
bindSeekBarEvent,
renderPlayControl,
bindPlayControlEvent,
renderVolumeBar,
bindVolumeBarEvent
} = AudioVisualizeTool.defaultRenderHooks;
const {
setCanvasStyle,
setStaticCanvasStyle
} = AudioVisualizeTool.defaultInitHooks;
let ripple = new Ripple();
let audioVisualizer = new AudioVisualizer({
autoplay: false,
loop: true,
initVolume: 0.5, // 0 to 1;
fftSize: 512, // the frequency sample size for audio analyzer
framesPerSecond: 60, // the refresh rate for rendering canvas (not static canvas)
audio: 'myAudio',
audioURLs: ['./static/reverie.mp3'], // these urls are for tempo(NPM) detection only
canvas: 'myCanvas', // main canvas for rendering frames
canvasStatic: 'myStaticCanvas', // static canvas
customCanvases: [], // you can add your own canvases
// customize your theme
theme: {
barWidth: 2,
barHeight: 5,
barSpacing: 7,
barColor: '#ffffff',
shadowBlur: 20, // avoid this attribute for rendering frames, it can reduce the performance
shadowColor: '#ffffff',
font: ['12px', 'Helvetica'],
},
// hooks contain callbacks just before/after differency lifecycle stage
// cb in before hooks should return promises
beforeInitHook: [],
afterInitHook: [setCanvasStyle, setStaticCanvasStyle],
beforeLoadAudioHook: [renderLoading],
afterLoadAudioHook: [clearLoading, renderPlayControl],
beforeStartHook: [],
afterStartHook: [],
beforePauseHook: [],
afterPauseHook: [renderProgressbar, renderTime, renderSeekBar, renderPlayControl],
beforeResumeHook: [],
afterResumeHook: [],
// you can react to volume change here
onVolumeChangeHook: [renderVolumeBar],
// hook for static canvas
beforeStaticHook: [renderBackgroundImg],
onStaticHook: [renderProgressbarShadow, renderInfo, renderSeekBarShadow, renderVolumeBar],
// hooks that will be excuted for each frame
// used for the main canvas
onFrameHook: [renderLounge, renderProgressbar, renderTime, renderSeekBar, ripple.render()],
// you may bind your events here
onEventHook: [bindPlayControlEvent, bindSeekBarEvent, bindVolumeBarEvent],
// you may release some resourse here
// if loop is ture this hook will not be excuted
onEndHook: [],
})
audioVisualizer.init();
}, false);
🔨 Create Your Own Audio Visualization
editing...
🤝 Contributing
I haven't specified an contributing guide, but I welcome all contributions. If you have any questions or ideas just email me.
📝 Here is my todo list (** means on going)
- ** NPM upload + cdn
- ** multiple audio source support
- ** Refactor to TypeScript
- ** design object modal for elements on canvas
- an example of ripple class
- create super class for dynamic elements
- create super class for static elements
- interface for handling mouse events
- interface for handling key events
- ** hover event cursor management
- ** size - autofit container
- using rollup to pack the tool
- audio load on fly support
- add another layer of canvas for rendering static elements
- class implementation
- include canvas2d as render engine
- split the lifecycle into serveral stages
- Hooks for lifecycle stages:
- init stage
- on start stage
- on pause stage
- on resume stage
- on end stage
- on volume change
- render frame stage
- add async loader for static rendering
- add some ready to use renderers (hooks)
- rounded frequency visualization
- time visualization
- progress visualization
- draggable seeking bar
- background_image
- volume control
- start/pause control
- next/previous song button
- Compatibility across different browsers
- adding ability to support Three.js
- typescript support