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Copy pathsketch.js
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156 lines (116 loc) · 3.68 KB
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var song;
var img; // 6. style points
var fft;
var particles = [] // 4. particles
function preload(){
// song = loadSound('./music/amoeba.mp3')
// img = loadImage('./img/background.jpg')
song = loadSound('./music/dre.mp3')
img = loadImage('./img/hiphop.jpg')
}
function setup() {
createCanvas(windowWidth, windowHeight);
// 2. change angle mode from radians to degrees
angleMode(DEGREES);
// 6. style points
imageMode(CENTER)
img.filter(BLUR, 2)
rectMode(CENTER)
fft = new p5.FFT(0.3)// Fast Fourier Transform, smoothing values can be added as arguments 0.8 by default
}
function draw() {
background(0);
// 2. translate circle into center of canvas
translate(width/2, height /2);
// 6. Beat detection
fft.analyze()
amp = fft.getEnergy(20, 200)
// 6. style points
push()
if(amp > 200) {
rotate(random(-0.5, 0.5))
}
image(img, 0, 0, width + 100, height + 100) // make img a little bigger so don't see corners on rotate
pop()
// 6. style points
var alpha = map(amp, 0, 255, 180, 150) // alpha layer, black rectangle that's transparency changes depending on the size of the amp var
fill(0, alpha)
noStroke();
rect(0, 0, width, height);
// 1. initial setup
stroke(255); // default stroke color is black so change it to white making it visible
strokeWeight(3);
noFill();
let wave = fft.waveform(); // Returns an array of 1024 amplitude values (between -1.0 and +1.0) that represent a snapshot of amplitude readings in a single buffer.
// 3. For loop - positive first time, negative second time
for (let t = -1; t<=1; t+=2) {
beginShape();
// loop through the waveform data
for(let i = 0; i <= 180; i += 0.5) { // iterate from 0 to 180 (degrees in half circle) -- 3. INCREMENT BY 0.5 TO MAKE WAVEFORM MORE COMPLEX
let index = floor(map(i, 0, 180, 0, wave.length -1 )) // floor creates integer value
let r = map(wave[index], -1, 1, 150, 350) // use the index to map the radius of the circle to the waveform
let x = r * sin(i) * t // 3. multiply x coordinate with t variable
let y = r * cos(i)
// point(x, y)
vertex(x, y)
}
endShape()
}
// 4. Particles
let p = new Particle()
particles.push(p)
for(let i = particles.length -1; i >= 0; i--) { // iterate backwards through particle array to remove flicker upon splice
if(!particles[i].edges()) {
particles[i].update(amp > 200); // 6. add amp to update method, 200 value depends on song
particles[i].show()
} else {
particles.splice(i, 1)
}
}
} // end draw function
function mouseClicked() {
if(song.isPlaying()) {
song.pause();
noLoop() // wave pauses with song
} else {
song.play();
loop();
}
}
// 4. Particles
class Particle {
constructor() {
this.pos = p5.Vector.random2D().mult(250);
// 5. Particle movement
this.vel = createVector(0, 0);
this.acc = this.pos.copy().mult(random(0.0001, 0.00001));
this.w = random(3, 5)
// 6. Style points
this.color = [random(200, 255), random(200, 255), random(200, 255)]
}
// 5. Particle movement, 6. add cond argument
update(cond) {
this.vel.add(this.acc);
this.pos.add(this.vel);
if(cond) { // if true, add vel to pos a few more times
this.pos.add(this.vel);
this.pos.add(this.vel);
this.pos.add(this.vel);
}
}
edges() {
if(this.pos.x < -width / 2 || this.pos.x > width / 2 ||
this.pos.y < -height / 2 || this.pos.y > height / 2) {
return true;
} else {
return false;
}
}
show() {
noStroke()
fill(this.color)
ellipse(this.pos.x, this.pos.y, this.w)
// 4. static particle
// ellipse(this.pos.x, this.pos.y, 4)
}
}