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- extends Node2D
- const VU_COUNT = 16
- const FREQ_MAX = 11050.0
- const WIDTH = 800
- const HEIGHT = 250
- const HEIGHT_SCALE = 8.0
- const MIN_DB = 60
- const ANIMATION_SPEED = 0.1
- var spectrum
- var min_values = []
- var max_values = []
- func _draw():
- var w = WIDTH / VU_COUNT
- for i in range(VU_COUNT):
- var min_height = min_values[i]
- var max_height = max_values[i]
- var height = lerp(min_height, max_height, ANIMATION_SPEED)
- draw_rect(
- Rect2(w * i, HEIGHT - height, w - 2, height),
- Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 0.6)
- )
- draw_line(
- Vector2(w * i, HEIGHT - height),
- Vector2(w * i + w - 2, HEIGHT - height),
- Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 1.0),
- 2.0,
- true
- )
- # Draw a reflection of the bars with lower opacity.
- draw_rect(
- Rect2(w * i, HEIGHT, w - 2, height),
- Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 0.6) * Color(1, 1, 1, 0.125)
- )
- draw_line(
- Vector2(w * i, HEIGHT + height),
- Vector2(w * i + w - 2, HEIGHT + height),
- Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 1.0) * Color(1, 1, 1, 0.125),
- 2.0,
- true
- )
- func _process(_delta):
- var data = []
- var prev_hz = 0
- for i in range(1, VU_COUNT + 1):
- var hz = i * FREQ_MAX / VU_COUNT
- var magnitude = spectrum.get_magnitude_for_frequency_range(prev_hz, hz).length()
- var energy = clampf((MIN_DB + linear_to_db(magnitude)) / MIN_DB, 0, 1)
- var height = energy * HEIGHT * HEIGHT_SCALE
- data.append(height)
- prev_hz = hz
- for i in range(VU_COUNT):
- if data[i] > max_values[i]:
- max_values[i] = data[i]
- else:
- max_values[i] = lerp(max_values[i], data[i], ANIMATION_SPEED)
- if data[i] <= 0.0:
- min_values[i] = lerp(min_values[i], 0.0, ANIMATION_SPEED)
- # Sound plays back continuously, so the graph needs to be updated every frame.
- queue_redraw()
- func _ready():
- spectrum = AudioServer.get_bus_effect_instance(0, 0)
- min_values.resize(VU_COUNT)
- max_values.resize(VU_COUNT)
- min_values.fill(0.0)
- max_values.fill(0.0)
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