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Horizon - Simple visual equaliser for Android

Home Page: https://play.google.com/store/apps/details?id=com.yalantis.horizon

Java 95.45% GLSL 4.55%
android java audio eqwaves animation visualization

horizon's Introduction

Horizon - Simple visual equaliser for Android

This project aims to provide pretty cool equaliser for any Android audio project. Made in [Yalantis] (https://yalantis.com/?utm_source=github)

Check this [project on dribbble] (https://dribbble.com/shots/2452050-Record-Audio-Sample)

example

Implementation

We decided to create our audio visualizer as the base for our audio projects. We wanted a solution that will work as the Android music visualizer. The result was this awesome equalizer concept that we called Horizon.

We implemented most of our sound analysis in C++. This language reduces the time required to fetch the spectrum of sounds. While most of our analysis code was written in C++, we still did minor calculations in Java to make our component easy to customize.

How we draw a Bezier curve with Android Canvas

The equalizer consists of five waves. If you open the original .svg file in a vector image editor, you’ll see that the second wave, which corresponds to bass frequencies, is made of four cubic Bezier curves. A Bezier curve describes smooth curves mathematically. It’s possible to draw Bezier curves with Android Canvas. First, initialize paint and path. Then, add the Bezier curve to the path by calling the quadTo or cubitTo method:

path.reset();
path.moveTo(p0x, p0y);
path.quadTo(p1x, p1y, p2x, p2y);
path.moveTo(p0x, p0y);
path.close();

And finally, draw the path on the canvas:

canvas.drawPath(path, paint);

As you can see, drawing Bezier curves with Android Canvas is very easy, but performance is generally very poor.

How to draw a cubic Bezier with OpenGL ES

OpenGL ES is very fast at drawing triangles, which means we need to come up with a way to split the shape we want into triangles. Since our wave is convex, we can approximate it by drawing many triangles, all of which have one vertex located at the center of the screen (0, 0).

Here’s the idea:

  1. Split every Bezier curve into an even number of points nn.
  2. Generate n−1n−1 triangles with vertices at (N1,N2,O), (N2,N3,O), …, (Nn−1,Nn,O).
  3. Fill these triangles with color.

Splitting the Bezier curve

For each point on the Bezier curve, we are going to generate three attributes for three vertices. This is done with a simple method:

private float[] genTData() {
    //  1---2
    //  | /
    //  3
    float[] tData = new float[Const.POINTS_PER_TRIANGLE * Const.T_DATA_SIZE * mBezierRenderer.numberOfPoints];

    for (int i = 0; i < tData.length; i += Const.POINTS_PER_TRIANGLE) {
        float t = (float) i / (float)tData.length;
        float t1 = (float) (i + 3) / (float)tData.length;

        tData[i] = t;
        tData[i+1] = t1;
        tData[i+2] = -1;
    }

    return tData;
}

Attributes of the first two vertices specify points on the curve. The attribute for the third vertex is always -1, which by our convention means that this vertex is located at (0,0)(0,0).

Next, we need to pass this data to a shader.

Shader pipeline

We’ll use the following variables of the OpenGL Shading Language:

Uniforms (common for the entire wave):

  • vec4 u_Color – Color of the wave
  • float u_Amp – Sound level of the wave
  • vec4 u_BzData – Start and end points of the Bezier curve
  • vec4 u_BzDataCtrl – Two control points of the Bezier curve

Attribute (per individual vertex):

  • float a_Tdata – interpolation coefficient tt (specifies point on the curve)

Now, given the start, end, and control points of a curve, as well as tt, we need to find the location of the point on the curve.

Let’s look at the formula for a cubic Bezier:

Formula for a cubic Bezier

It’s easy to translate this directly into GLSL:

vec2 b3_translation( in vec2 p0, in vec2 p1, in vec2 p2, in vec2 p3, in float t )
{
    float tt = (1.0 - t) * (1.0 - t);

    return tt * (1.0 - t) * p0 +
        3.0 * t * tt * p1 +
        3.0 * t * t * (1.0 - t) * p2 +
        t * t * t * p3;
}

But we can do better. Let’s look at the geometric explanation of a cubic Bezier curve:

Cubic_Bezier_curve

With the help of GLSL’s mix function, we interpolate between points and almost program declaratively:

vec2 b3_mix( in vec2 p0, in vec2 p1,
        in vec2 p2, in vec2 p3,
        in float t )
{
    vec2 q0 = mix(p0, p1, t);
    vec2 q1 = mix(p1, p2, t);
    vec2 q2 = mix(p2, p3, t);

    vec2 r0 = mix(q0, q1, t);
    vec2 r1 = mix(q1, q2, t);

    return mix(r0, r1, t);
}

This alternative is much easier to read and, we think, is equivalent in terms of speed.

Color blending

To tell OpenGL that we want screen-like blending, we need to enable GL_BLEND and specify the blend function in our onDrawFrame method before actually drawing the waves:

GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFuncSeparate(
    GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_COLOR,
    GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA
); // Screen blend mode

Usage

For a working implementation, please have a look at the Sample Project - sample

Get it on Google Play

  1. Include the library as local library project.

    compile 'com.yalantis:eqwaves:1.0.1'

  2. Initialize Horizon object with params regarding to your sound

    mHorizon = new Horizon(glSurfaceView, getResources().getColor(R.color.background),
                    RECORDER_SAMPLE_RATE, RECORDER_CHANNELS, RECORDER_ENCODING_BIT);
  3. To update Horizon call updateView method with chunk of sound data to proceed

    byte[] buffer = new byte[bufferSize];
    //here we put some sound data to the buffer
    mHorizon.updateView(buffer);

Compatibility

  • Library - Android ICS 4.0+
  • Sample - Android ICS 4.0+

Changelog

Version: 1.0.1

  • Version update

Version: 1.0

  • Initial Build

Let us know!

We’d be really happy if you sent us links to your projects where you use our component. Just send an email to [email protected] And do let us know if you have any questions or suggestion regarding the library.

License

Copyright 2017, Yalantis

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

   http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

horizon's People

Contributors

cool04ek avatar mariiahalkina avatar severianremi avatar warko-san avatar yala-kr avatar

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horizon's Issues

Rendering not working in Cyanogen 12.1

Hi.
I have a LG G2 with Cyanogen 12.1 installed.. The render works by 0.5-1 second and freezes. On my another device, Motorola G2, works fine.
is it a problem with Cyanogen or with the library?

Continuous animation even in a quiet room

I want the wave to respond to human speech. Is there some way it could ignore background noise like the sound of fan or ticking of clock, because it keeps plotting waves always and never comes down to a straight line?

Cannot sync gradle when dependency is added

When I add the dependency compile 'com.yalantis:eqwaves:1.0.1' to my gradle the sync process ends with the error: "manifest merger failed with multiple errors, see logs" with no further explanation on the logs.

Usage in emulator

Hey,

Thanks for all of your hard work on this fantastic library. I've had issues getting the library to run on the emulator due to detection of the device's open gl version.

    private void initView(GLSurfaceView glSurfaceView, @ColorInt int backgroundColor) {
        // check if the system supports opengl es 2.0.
        Context context = glSurfaceView.getContext();
        final ActivityManager activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
        final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
        final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;

        if (supportsEs2) {
            // Request an OpenGL ES 2.0 compatible context.
            glSurfaceView.setEGLContextClientVersion(2);

            // Set the renderer to our demo renderer, defined below.
            mRenderer = new BezierRenderer(glSurfaceView, backgroundColor);
            glSurfaceView.setRenderer(mRenderer);
            glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
        } else {
            throw new UnsupportedOperationException();
        }
    }

The line final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000; always returns false and it appears that my emulator thinks that its opengl version is 0.0. Is this just a limitation of testing libraries dependent on opengl in general, or is there something I can do to make this work properly?

So far, I've gone into the emulator's settings and set OpenGL ES Render to Desktop native OpenGL and OpenGL ES API Level to Host Maximum.

Support for BufferedInputStream

Does Horizon support sound recorded with MediaRecorder (separate activity) and then loaded in a fragment using BufferedInputStream from a file?

This is how I load it in but I get weird results, it initializes the wave and then the wave disappears after a second.

                    int size = (int) audio_file.length();
                    byte[] bytes = new byte[size];
                    BufferedInputStream buf = new BufferedInputStream(new FileInputStream(audio_file));
                    buf.read(bytes, 0, bytes.length);
                    buf.close();


                    if( isRecording){
                        mHorizon.updateView(bytes);
                    }

Any tips would be awesome!

Sample App doesn't work

I downloaded the sample from play store. My device is an Asus Zenfone 2 . Visualizer does not work , I'm not sure how to describe the problem but , it has like only 2-3 fraps per 10 second.

Usage with short[]

Thank you for your hard work making this excellent library. According to the AudioRecord documentation, reading byte[]s from a buffer is only compatible with ENCODING_PCM_8BIT.

Reads audio data from the audio hardware for recording into a byte array. The format specified in the AudioRecord constructor should be ENCODING_PCM_8BIT to correspond to the data in the array.

https://developer.android.com/reference/android/media/AudioRecord.html#read(byte[], int, int)

I see that in your example you are indeed using reading a byte[] from the AudioRecord buffer, yet you're also specifying ENCODING_PCM_8BIT. Is there any way to use Horizon with a short[], or should we continue to use byte[] and specify ENCODING_PCM_8BIT?

Can't include as a library in Android Studio

I wanted to change the colors of the bezier curves but didn't know how to do it externally, so I tried to add Horizon as a library.

When i sync Gradle i kept getting error, as the variables in mavenpush.gradle weren't initialized (VERSION_NAME, POM_NAME etc)

Rendering bug

Hello.
I installed the demo from google play and found that rendering works improperly.

I recorder video with this bug:
https://youtu.be/AST-72yiOsw

Device: Xiaomi Redmi Note 3
OS: Android 5.0.2
CPU: Mediatek MT6795 Helio X10
GPU: PowerVR G6200

Notify, if you want me to provide additional information.

Thanks.

Horizon does not work when the phone is playing music

Hi, @Yalantis guys! Nice work!

However, if turn on Horizon and music player is playing in the background, the wave is not responding. Somehow it ignores the sound that comes out of the same phone.

PS:
I'm trying to build a Karaoke app to record the sounds while playing a karaoke beat simultaneously from the speaker of my phone. The resulted audio file has the karaoke beat part too loud. Is there any way your Lib can help solve this problem by controlling the beat part volume properly?
Thanks a lot!

How can we use this with Recorded audio

I tried my luck with Visualizer and sending the byte[] data from Visualizer.setDataCaptureListener but the vizualization is not syncronized.

I tried both Waveformdata and FFTData

Image on readme not working

The example image/gif on the readme doesn't load and when clicking on it an error message that says:

Invalid upstream response (410)

shows up.

Can't add library to project

Hi, I am trying to add the library to the project ( compile 'com.yalantis:eqwaves:1.0.0' )
But android studio can't resolve it.

fragment

when horizon widget added in fragment,when fragment changed ,this view cannot be show

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