/
analyzer.js
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/
analyzer.js
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DDMUG.Analyzer = function() {
var audioContext = new AudioContext(),
duration = 0,
_self = this;
this.analysis = function(url) {
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
request.onprogress = function(evt) {
//console.log('Downloading file...'+(evt.loaded/evt.total)*95)
};
request.onload = function() {
console.log('Download Complete');
audioContext.decodeAudioData(request.response, function(buffer){
console.log('Audio Decoded');
duration = buffer.duration;
build(buffer);
}, function() {
alert('Cannot Decode Track!');
console.log('Cannot Decode Track!');
});
}
request.send();
console.log('Downloading file...');
}
var startTime = 0;
var source = null;
var gain = null;
var bass = null;
var treble = null;
var delay = null;
var compressor = null;
var splitter = null;
var merger = null;
var analyser = null;
function build(buffer) {
source = audioContext.createBufferSource();
gain = audioContext.createGain();
bass = audioContext.createBiquadFilter();
treble = audioContext.createBiquadFilter();
//delay = audioContext.createDelay(5);
compressor = audioContext.createDynamicsCompressor();
splitter = audioContext.createChannelSplitter(2);
merger = audioContext.createChannelMerger(2);
analyser = audioContext.createAnalyser(); //分析用
gain.gain.value = 1;
//delay.delayTime.value = 1;
bass.type = "notch";
bass.frequency.value = 9000;
bass.Q.value = .1;
treble.type = "bandpass";
treble.frequency.value = 9000;
treble.Q.value = 1;
analyser.smoothingTimeConstant = 1 / 60;
source.buffer = buffer;
// Analyser Path
source.connect(splitter);
splitter.connect(bass);
splitter.connect(treble);
bass.connect(merger);
treble.connect(merger);
merger.connect(analyser);
//analyser.connect(gain);
// Song Path
source.connect(gain);
//gain.connect(delay);
gain.connect(audioContext.destination);
source.start(audioContext.currentTime);
startTime = audioContext.currentTime;
console.log('analyzer start: '+startTime)
monitor();
}
var analyserhelper = new Float32Array(1024);
var lastsums = new Array();
var localavg = 0;
var c = 1.2; //不知干啥的系数
var maxbpm = 300;
var maxWait = 0.2;
var lastbeat = 0;
var bpm = 0;
var lastBeatFlag = false;
var lastBeatFlags = new Array(1024);
for (var x = 0; x < 1024; x += 1) {
lastBeatFlags[x] = 0;
}
var lastSpawn = 0;
function monitor() {
if (audioContext.currentTime > (duration + startTime + 1)) {
console.log('analyzer finish: '+(audioContext.currentTime-startTime))
return;
}
// Beat Analysis
analyser.getFloatFrequencyData(analyserhelper);
if (lastsums.length >= 240) { //由于后面setTimeout设置的1/120s,所以这里的意思是只保存最近2s的分析数据
lastsums.splice(0, 1);
}
var currentsum = new Array(); //当前数据
var subbands = 128 * 2; //采样点
for (x = 0; x < subbands - 1; x += 1) {
bandsum = 0
for (band = (x * 1024 / subbands); band < ((x + 1) * 1024 / subbands); band += 1) {
bandsum += analyserhelper[band];
}
currentsum.push(bandsum);
} //样本空间相同即1024/subbands,bandsum是采样点中数值的和。
lastsums[lastsums.length] = currentsum;
var beats = 0,
low = 0,
mid = 0,
high = 0,
beatband = 0;
for (band = 0; band < currentsum.length; band += 1) { //对当前数据开始分析
bandsum = 0;
for (hist = 0; hist < lastsums.length - 1; hist += 1) {
bandsum += lastsums[hist][band];
}
localavg = bandsum / (lastsums.length - 1); //取得当前采样点的历史数据,求平均值
// if (currentsum[band]*(c*(1/band+1)) > localavg) {
if (currentsum[band] * (c) > localavg && lastBeatFlags[band] <= 0) { //如果当前采样点数值>历史平均值,并且当前采样点在过去的0.5s中没有生成打击点(beat)
lastBeatFlags[band] += 60;
beats += 1;
if (band > (3 * subbands / 4)) {
high += 2;
beatband += 1;
} else if (band >= (subbands / 4) && band <= (3 * subbands / 4)) {
mid += 3;
beatband += 2;
} else if (band < (subbands / 4)) {
low += .5;
}
beatband += band; //统计所有生成beat的频率的和
} else {
lastBeatFlags[band] -= 1;
}
}
if ((low > 0 || mid > 0 || high > 0) && beatband > 200) { //如果有beat生成,并将频率>400【人可以感觉到?】
//$('body').css({'background':'#999'});
var beat = audioContext.currentTime,
beatdelta = beat - lastbeat; //两次beat的时间差
// if (1/beatdelta*60 <= 300 && audioContext.currentTime < (duration + startTime - 1)) {
// if (lastBeatFlag == false && audioContext.currentTime < (duration + startTime - 1)) {
//第一个条件如果上次打点到现在超过0.2s就都为true
//第二个条件是音乐还在播放
//第三个条件 1/beatdelta 表示按照beatdelta的间隔,1s种能有多少beat,*60就是bpm了
if (Math.abs(lastSpawn - audioContext.currentTime) > maxWait &&
audioContext.currentTime < (duration + startTime - 1) &&
1 / beatdelta * 60 <= maxbpm) {
lastBeatFlag = true;
bpm = 1 / beatdelta * 60;
lastbeat = beat;
lastSpawn = audioContext.currentTime-startTime;//currentTime从audioContext创建起就开始计时了,要减掉开始前的时间
if (~~(Math.random() * 16) == 8) { //1/16的概率进行随机
_self.spawnHit(~~(Math.random * 4), beatband, lastSpawn);
} else if (beatband >= 1200) {
_self.spawnHit(3, beatband, lastSpawn);
} else if (beatband < 1200 && beatband >= 900) {
_self.spawnHit(2, beatband, lastSpawn);
} else if (beatband < 900 && beatband >= 400) {
_self.spawnHit(1, beatband, lastSpawn);
} else if (beatband < 400) {
_self.spawnHit(0, beatband, lastSpawn);
}
}
} else {
lastBeatFlag = false;
}
//console.log(~~bpm);
/*console.log(beatband + '<br>Low: ' + low + '<br>Mid: ' + mid + '<br>High: ' + high);
console.log('Beat: ' + beats + '<br>Sensitivity: ' + c);*/
setTimeout(function() {
monitor();
}, 1000 / 120);
}
/**
* 由调用者重写
*/
this.spawnHit = function(trackId, beatband) {
}
}