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64 changes: 9 additions & 55 deletions README.md
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Assignment 4 - Creative Coding: Interactive Multimedia Experiences
===

Due: October 4th, by 11:59 AM.

For this assignment we will focus on client-side development using popular audio/graphics/visualization technologies. The goal of this assignment is to refine our JavaScript knowledge while exploring the multimedia capabilities of the browser.

[WebAudio + Canvas Tutorial](https://github.com/cs4241-22a/cs4241-22a.github.io/blob/main/using_webaudio_canvas.md)
[SVG + D3 tutorial](https://github.com/cs4241-21a/cs4241-21a.github.io/blob/main/using_svg_and_d3.md)

Baseline Requirements
---

Your application is required to implement the following functionalities:

- A server created using Express. This server can be as simple as needed.
- A client-side interactive experience using at least one of the following web technologies frameworks.
- [Three.js](https://threejs.org/): A library for 3D graphics / VR experiences
- [D3.js](https://d3js.org): A library that is primarily used for interactive data visualizations
- [Canvas](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API): A 2D raster drawing API included in all modern browsers
- [SVG](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API): A 2D vector drawing framework that enables shapes to be defined via XML.
- [Web Audio API](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API): An API for audio synthesis, analysis, processing, and file playback.
- A user interface for interaction with your project, which must expose at least four parameters for user control. [tweakpane](https://cocopon.github.io/tweakpane/) is highly recommended for this, but you can also use regular HTML `<input>` tags (the `range` type is useful to create sliders). You might also explore interaction by tracking mouse movement via the `window.onmousemove` event handler in tandem with the `event.clientX` and `event.clientY` properties. Consider using the [Pointer Events API](https://developer.mozilla.org/en-US/docs/Web/API/Pointer_events) to ensure that that both mouse and touch events will both be supported in your app.
- Your application should display basic documentation for the user interface when the application first loads.

The interactive experience should possess a reasonable level of complexity. Some examples:
### Three.js
- A generative algorithm creates simple agents that move through a virtual world. Your interface controls the behavior / appearance of these agents.
- A simple 3D game... you really want this to be a simple as possible or it will be outside the scope of this assignment.
- An 3D audio visualization of a song of your choosing. User interaction should control aspects of the visualization.
### Canvas
- Implement a generative algorithm such as [Conway's Game of Life](https://bitstorm.org/gameoflife/) (or 1D cellular automata) and provide interactive controls. Note that the Game of Life has been created by 100s of people using <canvas>; we'll be checking to ensure that your implementation is not a copy of these.
- Design a 2D audio visualizer of a song of your choosing. User interaction should control visual aspects of the experience.
### Web Audio API
- Create a screen-based musical instrument using the Web Audio API. You can use projects such as [Interface.js](http://charlie-roberts.com/interface/) or [Nexus UI](https://nexus-js.github.io/ui/api/#Piano) to provide common musical interface elements, or use dat.GUI in combination with mouse/touch events (use the Pointer Events API). Your GUI should enable users to control aspects of sound synthesis. If you want to use higher-level instruments instead of the raw WebAudio API sounds, consider trying the instruments provided by [Tone.js]() or [Gibber](https://github.com/charlieroberts/gibber.audio.lib).
### D3.js
- Create visualizations using the datasets found at [Awesome JSON Datasets](https://github.com/jdorfman/Awesome-JSON-Datasets). Experiment with providing different visualizations of the same data set, and providing users interactive control over visualization parameters and/or data filtering. Alternatively, create a single visualization with using one of the more complicated techniques shown at [d3js.org](d3js.org) and provide meaningful points of interaction for users.

Deliverables
---

Do the following to complete this assignment:

1. Implement your project with the above requirements.
3. Test your project to make sure that when someone goes to your main page on Glitch/Heroku/etc., it displays correctly.
4. Ensure that your project has the proper naming scheme `a4-firstname-lastname` so we can find it.
5. Fork this repository and modify the README to the specifications below. *NOTE: If you don't use Glitch for hosting (where we can see the files) then you must include all project files that you author in your repo for this assignment*.
6. Create and submit a Pull Request to the original repo. Name the pull request using the following template: `a4-firstname-lastname`.

Sample Readme (delete the above when you're ready to submit, and modify the below so with your links and descriptions)
---

## Your Web Application Title

your hosting link e.g. http://a4-charlieroberts.glitch.me
## Audio Visualizer with Threejs and WebAudio

Include a very brief summary of your project here. Images are encouraged when needed, along with concise, high-level text. Be sure to include:
your hosting link e.g. http://a4-alexandra-mcfann.glitch.me

- the goal of the application
- challenges you faced in realizing the application
- the instructions you present in the website should be clear enough to use the application, but if you feel any need to provide additional instructions please do so here.
- the goal was to create an audio visualizer, the cube sizes are controlled by
the averages of the frequencies
- I couldn't figure out why the scene wouldn't show up on the screen,
I looked at so many things online, and the official Threejs site and followed
their setup instructions and it didn't work. I have commented the js code with
what I was expecting it to have done, had it shown on the screen
- the form on the page should control what frequencies are displayed, via the boxes
Binary file added assets/188 Lake Floria (Underwater).mp3
Binary file not shown.
Binary file added assets/213 Lanayru Sand Sea (Sailing).mp3
Binary file not shown.
18 changes: 18 additions & 0 deletions package.json
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{
"name": "Audio visualizer",
"version": "0.1",
"description": "Visualize audio of different songs",
"author": "Alexandra McFann",
"scripts": {
"start": "node server.js"
},
"dependencies": {
"express": "^4.18.1",
"mime": "^3.0.0",
"three": "^0.145.0",
"webaudio": "^1.0.1"
},
"engines": {
"node": "12.x"
}
}
29 changes: 29 additions & 0 deletions public/index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body { margin: 0; }

</style>
<link href="https://fonts.googleapis.com/css2?family=Kanit" rel="stylesheet"/>
<link rel="stylesheet" href="style.css">
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/threejs/r84/three.min.js"></script>

<script src="/scripts.js"></script>
<h1>
Frequency Boxes
</h1>
<form>
<input type="checkbox" id="upperfr" name="upperfr" value="UpperFrequencies">
<label for="upperfr">Upper Frequencies</label>
<br>
<input type="checkbox" id="lowerfr" name="lowerfr" value="Lower Frequencies">
<label for="lowerfr">Lower Frequencies</label>
<br>
<button id="updatebtn">Update</button>
</form>
</body>
</html>
159 changes: 159 additions & 0 deletions public/scripts.js
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import * as THREE from 'three'
const scene = new THREE.Scene()
const camera = THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
scene.background = new THREE.Color(0x0D1821)
//boolean for what cubes are visible
var uppercube = true
var lowercube = true
//the base size of the cube, and the variables
// that are multiplying the sizes
var defaultsize = 1
var uppersize = 1
var lowersize = 1

//create box and make two meshes
var box = new THREE.BoxGeometry(1, 1, 1)
var basiccolor = new THREE.MeshBasicMaterial({color: 0xB4CDED})
var cube1 = new THREE.Mesh(box, basiccolor)
var cube2 = new THREE.Mesh(box, basiccolor)
//create the audio and play it
const context = new AudioContext()
const audio = new Audio("./Assets/188 Lake Floria (Underwater).mp3")
audio.load();
audio.play();

//webaudio gives us audio context
const src = context.createMediaElementSource(audio)
const analyser = context.createAnalyser()
src.connect(analyser)
//analyser to get the frequencies
analyser.connect(context.destination)

//frequency data array
analyser.fftSize = 512
var bufferLength = analyser.frequencyBinCount
var dataArray = new Uint8Array(bufferLength)

//place the boxes on the screen
const placeobjs = function(){

cube2.position.x = 5

scene.add(cube1)
scene.add(cube2)

camera.position.z=5
camera.position.x = (cube1.position.x + cube2.position.x)/1

}

//animate the boxes to rotate constantly
const animate = function(){
requestAnimationFrame(animate)

cube1.rotation.x += 0.01
cube1.rotation.y += 0.01
cube2.rotation.x += 0.01
cube2.rotation.y += 0.01

//also change the size of the cubes
// based on the average frequencies
cube1.scale.x = defaultsize * uppersize
cube1.scale.y = defaultsize * uppersize
cube1.scale.z = defaultsize * uppersize

cube1.scale.x = defaultsize * lowersize
cube1.scale.y = defaultsize * lowersize
cube1.scale.z = defaultsize * lowersize
//render the scene to the screen
renderer.render(scene, camera)
}
//call animate to constantly animate
animate();
//get the frequency data
const render = function(){
//get the raw data
analyser.getByteFrequencyData(dataArray)

//slice it in half to get two frequency arrays
var lowerHalf = dataArray.slice(0, (dataArray.length/2) - 1)
var upperHalf = dataArray.slice((dataArray.length/2) - 1, dataArray.length -1)

//find max and averages
var lowerMax = findmax(lowerHalf)
var lowerAvg = findavg(lowerHalf)
var upperMax = findmax(upperHalf)
var upperAvg = findavg(upperHalf)

//set the multiplying variables to be the
// averages divided by 3 to get a smaller number
uppersize = upperAvg / 3
lowersize = lowerAvg / 3
}
//call render to constantly update data
render();

//function to find the maximum number in an array
const findmax = function(array){
let max = 0
for(var x = 0; x < array.length; x++){
if(array[x] > max){
max = array[x]
}
}
return max
}
//function to find the average of an array
const findavg = function(array){
let avg = 0
let numind = array.length
let total = 0
for(var x = 0; x < numind; x++){
total = total + array[x]
}
avg = total/numind
return avg
}

//on load call the object placement and animate
window.onload = function(){
placeobjs()
animate()
}
//trigger changes with the update button hit
const updatebtn = document.getElementById("updatebtn")
const onClickUpdate = function(){
//remove the cubes so that we dont have duplicates
scene.remove(cube1)
uppercube = false
scene.remove(cube2)
lowercube = false

//get the boxes that are clicked
const upperfrq = document.querySelector("#upperfr")
const lowerfrq = document.querySelector("#lowerfr")

//spawn in cubes as selected
if(upperfrq == true){
scene.add(cube1)
uppercube = true
}else{}
if(lowerfrq == true){
scene.add(cube2)
cube2.position.x = 5
lowercube = true
}else{}

//change camera location according to cubes spawned in
if(uppercube == true || lowercube == true){
camera.position.z=5
camera.position.x = (cube1.position.x + cube2.position.x)/1
}else if(uppercube == true){
camera.position.x = cube1.position.x
}else if(lowercube == true){
camera.position.x = cube2.position.x
}
}
25 changes: 25 additions & 0 deletions public/style.css
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body{
background-color:#F0F4EF;
color: #0D1821;
text-align: center;
font-family: "Kanit", sans-serif;
}
h1{
font-size: 2.5em;
}
label{
font-size: 1.5em;
}
input[type=checkbox]{
padding: 5px, 15px;
cursor: pointer;
}
button{
padding: 5px, 15px;
cursor: pointer;
font-family: "Kanit", sans-serif;
background: #B4CDED;
border: 1;
border-radius: 6px;
font-size: 1em;
}
9 changes: 9 additions & 0 deletions server.js
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const express = require('express')
const app = express()

app.use(express.urlencoded({extended:true}))
app.use(express.static(__dirname + '/public'))
app.get('/', (req, res)=> {
res.render("index")
})
app.listen(3000)