├── .gitattributes ├── .gitignore ├── Audio Visualizer.sln ├── Audio Visualizer ├── AudioVisualizer.csproj ├── FreqVisualizerAccord.cs ├── FreqVisualizerMathNet.cs ├── FreqVisualizerNAudio.cs ├── Oscilloscope.cs ├── OscilloscopeBWP.cs ├── OscilloscopeImproved.cs ├── OscilloscopeMusicVisualizer.cs ├── OscilloscopeMusicVisualizerImproved.cs ├── Program.cs └── VisualizerWindow.cs ├── LICENSE.txt └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). 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2 | using NAudio.Wave; 3 | using System; 4 | using System.Numerics; 5 | using Accord.Math; 6 | 7 | namespace AudioVisualizer 8 | { 9 | /* 10 | * Visualizer using frequencies 11 | */ 12 | class FreqVisualizerAccord : VisualizerWindow 13 | { 14 | private WaveBuffer buffer; 15 | 16 | private int Size = 2048; 17 | 18 | private int Intensity = 2; 19 | 20 | public override void Load() 21 | { 22 | WindowTitle = "Frequency Visualizer"; 23 | base.Load(); 24 | 25 | // start audio capture 26 | var capture = new WasapiLoopbackCapture(); 27 | 28 | capture.DataAvailable += DataAvailable; 29 | 30 | capture.RecordingStopped += (s, a) => 31 | { 32 | capture.Dispose(); 33 | }; 34 | 35 | capture.StartRecording(); 36 | } 37 | 38 | public void DataAvailable(object sender, WaveInEventArgs e) 39 | { 40 | buffer = new WaveBuffer(e.Buffer); // save the buffer in the class variable 41 | } 42 | 43 | public override void Draw() 44 | { 45 | Graphics.SetColor(1, 1, 1); 46 | if (buffer == null) 47 | { 48 | Graphics.Print("No buffer available"); 49 | return; 50 | } 51 | 52 | int len = buffer.FloatBuffer.Length / 8; 53 | float pad = (float)len / WindowWidth; // samples per pixels 54 | 55 | for (int x = 0; x < WindowWidth; x++) 56 | { 57 | // current sample 58 | int i = (int)Math.Round(x * pad); 59 | float y = buffer.FloatBuffer[i]; 60 | 61 | // previous sample 62 | int x1 = x - 1; 63 | int i1 = (int)Math.Round((x - 1) * pad); 64 | float y1 = buffer.FloatBuffer[Math.Max(i1, 0)]; 65 | 66 | // render 67 | Graphics.SetColor(Math.Abs(y), 1f - Math.Abs(y), Math.Abs(y), 1f); 68 | Graphics.Line(x1, WindowHeight / 2 + y1 * (WindowHeight / (Intensity * 2)), x, WindowHeight / 2 + y * (WindowHeight / (Intensity * 2))); 69 | } 70 | 71 | // fft 72 | Complex[] values = new Complex[Size]; 73 | for (int i = 0; i < values.Length; i++) 74 | values[i] = new Complex(buffer.FloatBuffer[i], 0.0); 75 | FourierTransform.FFT(values, FourierTransform.Direction.Forward); 76 | 77 | for (int i = 0; i < Size; i++) 78 | { 79 | float v = (float)(values[i].Magnitude); 80 | //Graphics.Print(v.ToString(), 0, (i + 1) * 16); 81 | Graphics.SetColor(Math.Abs(v), 1f - Math.Abs(v), 1f - Math.Abs(v), 1f); 82 | Graphics.Rectangle(DrawMode.Fill, i * 16, WindowHeight, 16, -v * 10 * WindowHeight - 1); 83 | 84 | /*int j = Math.Max(i - 1, 0); 85 | float w = (float)(values[j].Magnitude); 86 | Graphics.Line(j, w * WindowHeight, i, v * WindowHeight);*/ 87 | } 88 | } 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /Audio Visualizer/FreqVisualizerMathNet.cs: -------------------------------------------------------------------------------- 1 | using Love; 2 | using NAudio.Wave; 3 | using System; 4 | using System.Numerics; 5 | using MathNet.Numerics.IntegralTransforms; 6 | using System.Collections.Generic; 7 | 8 | namespace AudioVisualizer 9 | { 10 | enum SmoothType 11 | { 12 | horizontal, 13 | vertical, 14 | both 15 | } 16 | 17 | /* 18 | * Visualizer using frequencies 19 | */ 20 | class FreqVisualizerMathNet : VisualizerWindow 21 | { 22 | private WaveBuffer buffer; 23 | 24 | private static int vertical_smoothness = 3; 25 | private static int horizontal_smoothness = 1; 26 | private float size = 10; 27 | 28 | private int vis_mode = 0; 29 | 30 | private static SmoothType smoothType = SmoothType.both; 31 | 32 | private List smooth = new List(); 33 | 34 | private Complex[] values; 35 | 36 | private double pre_value = 0; 37 | 38 | private double count = 64; 39 | 40 | public override void Load() 41 | { 42 | WindowTitle = "Frequency Visualizer"; 43 | base.Load(); 44 | 45 | // start audio capture 46 | var capture = new WasapiLoopbackCapture(); 47 | 48 | capture.DataAvailable += DataAvailable; 49 | 50 | capture.RecordingStopped += (s, a) => 51 | { 52 | capture.Dispose(); 53 | }; 54 | 55 | capture.StartRecording(); 56 | } 57 | 58 | public void DataAvailable(object sender, WaveInEventArgs e) 59 | { 60 | buffer = new WaveBuffer(e.Buffer); // save the buffer in the class variable 61 | 62 | int len = buffer.FloatBuffer.Length / 8; 63 | 64 | // fft 65 | values = new Complex[len]; 66 | for (int i = 0; i < len; i++) 67 | values[i] = new Complex(buffer.FloatBuffer[i], 0.0); 68 | Fourier.Forward(values, FourierOptions.Default); 69 | 70 | // shift array 71 | if (smoothType == SmoothType.vertical || smoothType == SmoothType.both) 72 | { 73 | smooth.Add(values); 74 | if (smooth.Count > vertical_smoothness) 75 | smooth.RemoveAt(0); 76 | } 77 | } 78 | public override void KeyPressed(KeyConstant key, Scancode scancode, bool isRepeat) 79 | { 80 | base.KeyPressed(key, scancode, isRepeat); 81 | 82 | switch (key) 83 | { 84 | case KeyConstant.Right: 85 | horizontal_smoothness++; 86 | break; 87 | case KeyConstant.Left: 88 | if (horizontal_smoothness > 1) 89 | horizontal_smoothness--; 90 | break; 91 | case KeyConstant.Down: 92 | if (vertical_smoothness > 1) 93 | { 94 | vertical_smoothness--; 95 | for (int i = 0; i < smooth.Count; i++) 96 | smooth.RemoveAt(i); 97 | } 98 | break; 99 | case KeyConstant.Up: 100 | vertical_smoothness++; 101 | for (int i = 0; i < smooth.Count; i++) 102 | smooth.RemoveAt(i); 103 | break; 104 | case KeyConstant.H: 105 | smoothType = SmoothType.horizontal; 106 | break; 107 | case KeyConstant.V: 108 | smoothType = SmoothType.vertical; 109 | break; 110 | case KeyConstant.B: 111 | smoothType = SmoothType.both; 112 | break; 113 | case KeyConstant.Number1: 114 | vis_mode = 0; 115 | break; 116 | case KeyConstant.Number2: 117 | vis_mode = 1; 118 | break; 119 | case KeyConstant.Number3: 120 | vis_mode = 2; 121 | break; 122 | case KeyConstant.Number4: 123 | vis_mode = 3; 124 | break; 125 | case KeyConstant.Number5: 126 | vis_mode = 4; 127 | break; 128 | case KeyConstant.Number6: 129 | vis_mode = 5; 130 | break; 131 | case KeyConstant.Number7: 132 | vis_mode = 6; 133 | break; 134 | case KeyConstant.Number8: 135 | vis_mode = 7; 136 | break; 137 | case KeyConstant.Number9: 138 | vis_mode = 8; 139 | break; 140 | case KeyConstant.Number0: 141 | vis_mode = 9; 142 | break; 143 | } 144 | } 145 | 146 | public double vSmooth(int i, Complex[][] s) 147 | { 148 | double value = 0; 149 | 150 | for (int v = 0; v < s.Length; v++) 151 | value += Math.Abs(s[v] != null ? s[v][i].Magnitude : 0.0); 152 | 153 | return value / s.Length; 154 | } 155 | 156 | public double MovingAverage(Complex[] v, int i) 157 | { 158 | double value = 0; 159 | 160 | for (int h = Math.Max(i - horizontal_smoothness, 0); h < Math.Min(i + horizontal_smoothness, 64); h++) 161 | value += v[h].Magnitude; 162 | 163 | return value / ((horizontal_smoothness + 1) * 2); 164 | } 165 | 166 | public double BothSmooth(int i) 167 | { 168 | var s = smooth.ToArray(); 169 | 170 | double value = 0; 171 | 172 | for (int h = Math.Max(i - horizontal_smoothness, 0); h < Math.Min(i + horizontal_smoothness, 64); h++) 173 | value += vSmooth(h, s); 174 | 175 | return value / ((horizontal_smoothness + 1) * 2); 176 | } 177 | 178 | public double hSmooth(int i) 179 | { 180 | if (i > 1) { 181 | double value = values[i].Magnitude; 182 | 183 | for (int h = i - horizontal_smoothness; h <= i + horizontal_smoothness; h++) 184 | value += values[h].Magnitude; 185 | 186 | return value / ((horizontal_smoothness + 1) * 2); 187 | } 188 | 189 | return 0; 190 | } 191 | 192 | private void DrawVis(int i, double c, float size, double value) 193 | { 194 | float pre_x = 0, pre_y = 0, x = 0, y = 0; 195 | 196 | if (vis_mode == 2 || vis_mode == 3 || vis_mode == 4) 197 | { 198 | value *= 100; 199 | 200 | double n = c / (Math.PI * 2); 201 | double j = (i - 1) / n; 202 | pre_x = (float)(Math.Cos(j) * pre_value) + WindowWidth / 2; 203 | pre_y = (float)(Math.Sin(j) * pre_value) + WindowHeight / 2; 204 | 205 | j = i / n; 206 | x = (float)(Math.Cos(j) * value) + WindowWidth / 2; 207 | y = (float)(Math.Sin(j) * value) + WindowHeight / 2; 208 | } 209 | else if (vis_mode == 6) 210 | { 211 | value *= 10; 212 | 213 | double n = c / Math.PI; 214 | double j = i / n + Math.PI / 2; 215 | 216 | pre_x = (float)(Math.Cos(j) * pre_value) * 10; 217 | pre_y = (float)(Math.Sin(j) * pre_value) * -10 + WindowHeight / 2; 218 | 219 | j = (i + 1) / n + Math.PI / 2; 220 | x = (float)(Math.Cos(j) * value) * 10; 221 | y = (float)(Math.Sin(j) * value) * -10 + WindowHeight / 2; 222 | } 223 | else 224 | { 225 | value *= WindowHeight / 2; 226 | } 227 | 228 | value += BothSmooth(i - 1) + BothSmooth(i + 1); 229 | value /= 3; 230 | 231 | switch (vis_mode) 232 | { 233 | case 1: 234 | Graphics.Line(i * size - size / 2, (float)(WindowHeight - pre_value), (i + 1) * size - size / 2, (float)(WindowHeight - value)); 235 | break; 236 | case 2: 237 | Graphics.Circle(DrawMode.Fill, x, y, 1); 238 | break; 239 | case 3: 240 | Graphics.Line(pre_x, pre_y, x, y); 241 | break; 242 | case 4: 243 | Graphics.SetColor((float)value / 255, (float)value / 255, (float)value / 255); 244 | Graphics.Polygon(DrawMode.Fill, pre_x, pre_y, x, y, WindowWidth / 2, WindowHeight / 2); 245 | break; 246 | case 5: 247 | Graphics.SetColor(1f - i / 64f, i / 64f, 0, 1); 248 | Graphics.Arc(DrawMode.Fill, WindowWidth / 2, WindowHeight / 2, 256, 0, (float)value / 255); 249 | break; 250 | case 6: 251 | Graphics.Line(pre_x + WindowWidth / 2, pre_y, x + WindowWidth / 2, y); 252 | Graphics.Line(-pre_x + WindowWidth / 2, pre_y, -x + WindowWidth / 2, y); 253 | break; 254 | case 7: 255 | for (float l = 0; l < value + size * 0.75f; l += size * 0.75f) 256 | Graphics.Rectangle(DrawMode.Fill, i * size, WindowHeight - l, size * 0.95f, size / 2); 257 | break; 258 | case 8: 259 | for (float l = 0; l < value; l++) 260 | { 261 | float u = l / WindowHeight; 262 | Graphics.SetColor(u, 1-u, 0); 263 | Graphics.Line(i * size, WindowHeight - l, (i + 1) * size, WindowHeight - l); 264 | } 265 | break; 266 | default: 267 | Graphics.Rectangle(DrawMode.Fill, i * size, WindowHeight, size, (float)-value); 268 | break; 269 | } 270 | pre_value = value; 271 | } 272 | 273 | public override void Draw() 274 | { 275 | Graphics.SetColor(1, 1, 1); 276 | if (buffer == null) 277 | { 278 | Graphics.Print("No buffer available"); 279 | return; 280 | } 281 | 282 | Graphics.Print("FPS:" + Timer.GetFPS() + "\n1-8: visualizer mode\nLeft/right arrows: horizontal smoothness strength\n Current: " + horizontal_smoothness + "\nUp/down arrows: vertical smoothness strength\n Current: " + vertical_smoothness, 0, 0); 283 | 284 | size = WindowWidth / 64; 285 | 286 | if (smoothType == SmoothType.vertical) 287 | { 288 | var s = smooth.ToArray(); 289 | // vertical smoothness 290 | for (int i = 0; i < count; i++) 291 | { 292 | double value = 0; 293 | for (int v = 0; v < s.Length; v++) 294 | value += Math.Abs(s[v] != null ? s[v][i].Magnitude : 0.0); 295 | value /= s.Length; 296 | 297 | DrawVis(i, count, size, value); 298 | } 299 | } 300 | else if (smoothType == SmoothType.horizontal) 301 | { 302 | for (int i = 0; i < count; i++) 303 | { 304 | double value = 0; 305 | for (int h = Math.Max(i - horizontal_smoothness, 0); h < Math.Min(i + horizontal_smoothness, 64); h++) 306 | value += values[h].Magnitude; 307 | value /= ((horizontal_smoothness + 1) * 2); 308 | 309 | DrawVis(i, count, size, value); 310 | } 311 | } 312 | else if (smoothType == SmoothType.both) 313 | { 314 | for (int i = 0; i < count; i++) 315 | { 316 | double value = BothSmooth(i); 317 | DrawVis(i, count, size, value); 318 | } 319 | } 320 | } 321 | } 322 | } 323 | -------------------------------------------------------------------------------- /Audio Visualizer/FreqVisualizerNAudio.cs: -------------------------------------------------------------------------------- 1 | using Love; 2 | using NAudio.Wave; 3 | using System; 4 | 5 | namespace AudioVisualizer 6 | { 7 | /* 8 | * Visualizer using frequencies 9 | */ 10 | class FreqVisualizerNAudio : VisualizerWindow 11 | { 12 | private WaveBuffer buffer; 13 | 14 | private int M = 6; 15 | 16 | public override void Load() 17 | { 18 | WindowTitle = "Frequency Visualizer"; 19 | base.Load(); 20 | 21 | // start audio capture 22 | var capture = new WasapiLoopbackCapture(); 23 | 24 | capture.DataAvailable += DataAvailable; 25 | 26 | capture.RecordingStopped += (s, a) => 27 | { 28 | capture.Dispose(); 29 | }; 30 | 31 | capture.StartRecording(); 32 | } 33 | 34 | public void DataAvailable(object sender, WaveInEventArgs e) 35 | { 36 | buffer = new WaveBuffer(e.Buffer); // save the buffer in the class variable 37 | } 38 | 39 | public override void Draw() 40 | { 41 | Graphics.SetColor(1, 1, 1); 42 | if (buffer == null) 43 | { 44 | Graphics.Print("No buffer available"); 45 | return; 46 | } 47 | 48 | int len = buffer.FloatBuffer.Length / 8; 49 | 50 | // fft 51 | NAudio.Dsp.Complex[] values = new NAudio.Dsp.Complex[len]; 52 | for (int i = 0; i < len; i++) 53 | { 54 | values[i].Y = 0; 55 | values[i].X = buffer.FloatBuffer[i]; 56 | } 57 | NAudio.Dsp.FastFourierTransform.FFT(true, M, values); 58 | 59 | float size = (float)WindowWidth / ((float)Math.Pow(2, M) / 2); 60 | 61 | for (int i = 1; i < Math.Pow(2, M) / 2; i++) 62 | { 63 | //Graphics.Print(i.ToString() + ": " + values[i].X.ToString("N2") + " i " + (values[i].Y + 0.50f).ToString("N2"), 0, (i + 1) * 16); 64 | Graphics.Rectangle(DrawMode.Fill, (i - 1) * size, WindowHeight / 2, size, -Math.Abs(values[i].X) * (WindowHeight / 2) * 10); 65 | } 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Audio Visualizer/Oscilloscope.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Love; 3 | using NAudio.Wave; 4 | 5 | namespace AudioVisualizer 6 | { 7 | /* 8 | * Oscilloscope made by saving the WaveBuffer 9 | * as a class variable 10 | * Has a better rendering than Oscilloscope3 11 | */ 12 | class Oscilloscope : VisualizerWindow 13 | { 14 | private WaveBuffer buffer; 15 | 16 | private int Intensity = 2; 17 | private int Zoom = 8; 18 | 19 | public override void Load() 20 | { 21 | WindowTitle = "Audio Oscilloscope"; 22 | base.Load(); 23 | 24 | // start audio capture 25 | var capture = new WasapiLoopbackCapture(); 26 | 27 | capture.DataAvailable += DataAvailable; 28 | 29 | capture.RecordingStopped += (s, a) => 30 | { 31 | capture.Dispose(); 32 | }; 33 | 34 | capture.StartRecording(); 35 | } 36 | 37 | void DataAvailable(object sender, WaveInEventArgs e) 38 | { 39 | buffer = new WaveBuffer(e.Buffer); // save the buffer in the class variable 40 | } 41 | 42 | public override void KeyPressed(KeyConstant key, Scancode scancode, bool isRepeat) 43 | { 44 | base.KeyPressed(key, scancode, isRepeat); 45 | 46 | if (key == KeyConstant.Right) Zoom += 1; 47 | if (key == KeyConstant.Left) Zoom = Math.Max(Zoom - 1, 1); 48 | } 49 | 50 | public override void WheelMoved(int x, int y) 51 | { 52 | Intensity = Math.Max(Intensity - y, 1); 53 | } 54 | 55 | public override void Draw() 56 | { 57 | Graphics.SetColor(1, 1, 1); 58 | if (buffer == null) 59 | { 60 | Graphics.Print("No buffer available"); 61 | return; 62 | } 63 | 64 | Graphics.Print("Controls:\nMouse wheel: Intensity\nLeft/Right arrows: Zoom\nf: Toggle fullscreen\nescape: Quit", 0, WindowHeight - 14 * 5); 65 | 66 | int len = buffer.FloatBuffer.Length / Zoom; 67 | 68 | if (len < WindowWidth && Zoom > 0) 69 | { 70 | Zoom -= 1; 71 | Graphics.Print("An error occured, please wait"); 72 | return; 73 | } else if (Zoom <= 0) 74 | Graphics.Print("Zoom is invalid"); 75 | 76 | int pad = len / WindowWidth; // samples per pixels 77 | 78 | Graphics.Print( 79 | "Length of buffer: " + buffer.FloatBuffer.Length.ToString() + "\n" + 80 | "Length: " + len + "\n" + 81 | "Window width: " + WindowWidth + "\n" + 82 | "Samples per pixels: " + pad.ToString() + "\n" + 83 | "Intensity: " + Intensity.ToString() + "\n" + 84 | "Zoom: " + Zoom.ToString() 85 | ); 86 | 87 | for (int i = 0; i < len; i += pad) 88 | { 89 | // current sample 90 | int x = i; 91 | float y = buffer.FloatBuffer[i]; 92 | 93 | // previous sample 94 | int x1 = Math.Max(i - pad, 0); 95 | float y1 = buffer.FloatBuffer[Math.Max(i - pad, 0)]; 96 | 97 | // render 98 | Graphics.SetColor(Math.Abs(y), 1f - Math.Abs(y), Math.Abs(y), 1f); 99 | Graphics.Line(x1, WindowHeight / 2 + y1 * (WindowHeight / (Intensity * 2)), x, WindowHeight / 2 + y * (WindowHeight / (Intensity * 2))); 100 | } 101 | } 102 | } 103 | } 104 | -------------------------------------------------------------------------------- /Audio Visualizer/OscilloscopeBWP.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Love; 3 | using NAudio.Wave; 4 | 5 | namespace AudioVisualizer 6 | { 7 | /* 8 | * Oscilloscope using a BufferedWaveProvider 9 | */ 10 | class OscilloscopeBWP : Scene 11 | { 12 | public BufferedWaveProvider bwp; 13 | private int BUFFERSIZE = 4800; 14 | 15 | public int SIZE = 16; 16 | 17 | public override void Load() 18 | { 19 | WindowSettings mode = Window.GetMode(); 20 | mode.resizable = true; 21 | Window.SetMode(mode); 22 | 23 | // audio stuff 24 | var capture = new WasapiLoopbackCapture(); 25 | 26 | bwp = new BufferedWaveProvider(capture.WaveFormat); 27 | bwp.BufferLength = BUFFERSIZE * 2; 28 | 29 | bwp.DiscardOnBufferOverflow = true; 30 | 31 | capture.DataAvailable += DataAvailable; 32 | 33 | capture.RecordingStopped += (s, a) => 34 | { 35 | capture.Dispose(); 36 | }; 37 | 38 | capture.StartRecording(); 39 | } 40 | 41 | void DataAvailable(object sender, WaveInEventArgs e) 42 | { 43 | bwp.AddSamples(e.Buffer, 0, e.BytesRecorded); 44 | } 45 | 46 | public override void Draw() 47 | { 48 | byte[] b = new byte[BUFFERSIZE]; 49 | bwp.Read(b, 0, BUFFERSIZE); 50 | 51 | WaveBuffer buffer = new WaveBuffer(b); 52 | 53 | int width = Graphics.GetWidth() * 2; 54 | int height = Graphics.GetHeight(); 55 | int len = BUFFERSIZE; 56 | int pad = len / width; 57 | 58 | for (int index = 0; index < len; index += pad) 59 | { 60 | int x = index / pad; 61 | float y = buffer.FloatBuffer[index]; 62 | 63 | int x1 = Math.Max(index - 1, 0) / pad; 64 | float y1 = buffer.FloatBuffer[Math.Max(index - 1, 0)]; 65 | 66 | Graphics.SetColor(Math.Abs(y), 1f - Math.Abs(y), Math.Abs(y), 1f); 67 | Graphics.Line(x1, height / 2 + y1 * (height / 2), x, height / 2 + y * (height / 2)); 68 | } 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Audio Visualizer/OscilloscopeImproved.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Love; 3 | using NAudio.Wave; 4 | 5 | namespace AudioVisualizer 6 | { 7 | /* 8 | * Oscilloscope made by saving the WaveBuffer 9 | * as a class variable 10 | * Same as oscilloscope but with better precision 11 | */ 12 | class OscilloscopeImproved : VisualizerWindow 13 | { 14 | private WaveBuffer buffer; 15 | 16 | private int Intensity = 2; 17 | private int Zoom = 8; 18 | 19 | public override void Load() 20 | { 21 | WindowTitle = "Audio Oscilloscope"; 22 | base.Load(); 23 | 24 | // start audio capture 25 | var capture = new WasapiLoopbackCapture(); 26 | 27 | capture.DataAvailable += DataAvailable; 28 | 29 | capture.RecordingStopped += (s, a) => 30 | { 31 | capture.Dispose(); 32 | }; 33 | 34 | capture.StartRecording(); 35 | } 36 | 37 | public void DataAvailable(object sender, WaveInEventArgs e) 38 | { 39 | buffer = new WaveBuffer(e.Buffer); // save the buffer in the class variable 40 | } 41 | 42 | public override void KeyPressed(KeyConstant key, Scancode scancode, bool isRepeat) 43 | { 44 | base.KeyPressed(key, scancode, isRepeat); 45 | 46 | switch (key) 47 | { 48 | case KeyConstant.Right: 49 | Zoom += 1; 50 | break; 51 | case KeyConstant.Left: 52 | Zoom = Math.Max(Zoom - 1, 1); 53 | break; 54 | case KeyConstant.R: 55 | Zoom = 8; 56 | Intensity = 2; 57 | break; 58 | } 59 | } 60 | 61 | public override void WheelMoved(int x, int y) 62 | { 63 | Intensity = Math.Max(Intensity - y, 1); 64 | } 65 | 66 | public override void Draw() 67 | { 68 | Graphics.SetColor(1, 1, 1); 69 | if (buffer == null) 70 | { 71 | Graphics.Print("No buffer available"); 72 | return; 73 | } 74 | 75 | Graphics.Print("Controls:\nMouse wheel: Intensity\nLeft/Right arrows: Zoom\nf: Toggle fullscreen\nr: Reset zoom & intensity\nescape: Quit", 0, WindowHeight - 14 * 6); 76 | 77 | int len = buffer.FloatBuffer.Length / Zoom; 78 | 79 | if (Zoom <= 0) 80 | Graphics.Print("Zoom is invalid"); 81 | 82 | float pad = (float)len / 2 / WindowWidth; // samples per pixels 83 | 84 | Graphics.Print( 85 | "Length of buffer: " + buffer.FloatBuffer.Length.ToString() + "\n" + 86 | "Length: " + len + "\n" + 87 | "Window width: " + WindowWidth + "\n" + 88 | "Samples per pixels: " + pad.ToString("N2") + "\n" + 89 | "Intensity: " + Intensity.ToString() + "\n" + 90 | "Zoom: " + Zoom.ToString() 91 | ); 92 | 93 | for (int x = 0; x < WindowWidth; x++) 94 | { 95 | // current sample 96 | int i = (int)Math.Round(x * pad); 97 | float y = buffer.FloatBuffer[i]; 98 | 99 | // previous sample 100 | int x1 = x - 1; 101 | int i1 = (int)Math.Round((x - 1) * pad); 102 | float y1 = buffer.FloatBuffer[Math.Max(i1, 0)]; 103 | 104 | // render 105 | Graphics.SetColor(Math.Abs(y), 1f - Math.Abs(y), Math.Abs(y), 1f); 106 | Graphics.Line(x1, WindowHeight / 2 + y1 * (WindowHeight / (Intensity * 2)), x, WindowHeight / 2 + y * (WindowHeight / (Intensity * 2))); 107 | } 108 | } 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Audio Visualizer/OscilloscopeMusicVisualizer.cs: -------------------------------------------------------------------------------- 1 | using Love; 2 | using NAudio.Wave; 3 | using NAudio.Wave.SampleProviders; 4 | using System; 5 | using System.Collections.Generic; 6 | using System.Text; 7 | 8 | namespace AudioVisualizer 9 | { 10 | class OscilloscopeMusicVisualizer : VisualizerWindow 11 | { 12 | private int Zoom = 100; 13 | private int Resolution = 2048; 14 | 15 | private BufferedWaveProvider[] stereo = new BufferedWaveProvider[2]; 16 | 17 | public override void Load() 18 | { 19 | WindowTitle = "Audio Oscilloscope"; 20 | base.Load(); 21 | 22 | // start audio capture 23 | var capture = new WasapiLoopbackCapture(); 24 | for (int i = 0; i < 2; i++) 25 | { 26 | stereo[i] = new BufferedWaveProvider(capture.WaveFormat); 27 | stereo[i].BufferLength = 2048; 28 | stereo[i].DiscardOnBufferOverflow = true; 29 | } 30 | 31 | capture.DataAvailable += DataAvailable; 32 | 33 | capture.RecordingStopped += (s, a) => 34 | { 35 | capture.Dispose(); 36 | }; 37 | 38 | capture.StartRecording(); 39 | } 40 | 41 | public void DataAvailable(object sender, WaveInEventArgs e) 42 | { 43 | if (e.BytesRecorded != 0) 44 | { 45 | int offset = 0; 46 | while (offset < e.BytesRecorded) 47 | { 48 | for (int n = 0; n < ((WasapiLoopbackCapture)sender).WaveFormat.Channels; n++) 49 | { 50 | stereo[n].AddSamples(e.Buffer, offset, 4); 51 | offset += 4; 52 | } 53 | } 54 | } 55 | } 56 | 57 | public override void WheelMoved(int x, int y) 58 | { 59 | Zoom = Math.Max(Zoom + y, 1); 60 | } 61 | 62 | public override void Draw() 63 | { 64 | Graphics.Print("Zoom: " + Zoom.ToString()); 65 | 66 | byte[] buffer1 = new byte[Resolution]; 67 | stereo[0].Read(buffer1, 0, buffer1.Length); 68 | float[] left = new WaveBuffer(buffer1).FloatBuffer; 69 | 70 | byte[] buffer2 = new byte[Resolution]; 71 | stereo[1].Read(buffer2, 0, buffer2.Length); 72 | float[] right = new WaveBuffer(buffer2).FloatBuffer; 73 | 74 | for (int i = 0; i < Resolution / 4; i++) 75 | { 76 | int j = Math.Max(i - 1, 0); 77 | Graphics.Line(WindowWidth / 2 + left[j] * Zoom, WindowHeight / 2 + right[j] * -Zoom, WindowWidth / 2 + left[i] * Zoom, WindowHeight / 2 + right[i] * -Zoom); 78 | } 79 | } 80 | } 81 | } 82 | -------------------------------------------------------------------------------- /Audio Visualizer/OscilloscopeMusicVisualizerImproved.cs: -------------------------------------------------------------------------------- 1 | using Love; 2 | using NAudio.Wave; 3 | using NAudio.Wave.SampleProviders; 4 | using System; 5 | using System.Collections.Generic; 6 | using System.Text; 7 | 8 | namespace AudioVisualizer 9 | { 10 | class OscilloscopeMusicVisualizerImproved : VisualizerWindow 11 | { 12 | private int Zoom = 100; 13 | private int Resolution = 2048; 14 | 15 | private int BufferLife = 1; 16 | 17 | private BufferedWaveProvider[] stereo = new BufferedWaveProvider[2]; 18 | private List audio = new List(); 19 | private List BufferTimes = new List(); 20 | 21 | public override void Load() 22 | { 23 | WindowTitle = "Audio Oscilloscope"; 24 | base.Load(); 25 | 26 | // start audio capture 27 | var capture = new WasapiLoopbackCapture(); 28 | for (int i = 0; i < 2; i++) 29 | { 30 | stereo[i] = new BufferedWaveProvider(capture.WaveFormat); 31 | stereo[i].BufferLength = 2048; 32 | stereo[i].DiscardOnBufferOverflow = true; 33 | } 34 | 35 | capture.DataAvailable += DataAvailable; 36 | 37 | capture.RecordingStopped += (s, a) => 38 | { 39 | capture.Dispose(); 40 | }; 41 | 42 | capture.StartRecording(); 43 | } 44 | 45 | public void DataAvailable(object sender, WaveInEventArgs e) 46 | { 47 | if (e.BytesRecorded != 0) 48 | { 49 | int offset = 0; 50 | while (offset < e.BytesRecorded) 51 | { 52 | for (int n = 0; n < ((WasapiLoopbackCapture)sender).WaveFormat.Channels; n++) 53 | { 54 | stereo[n].AddSamples(e.Buffer, offset, 4); 55 | offset += 4; 56 | } 57 | } 58 | 59 | WaveBuffer[] a = new WaveBuffer[2]; 60 | 61 | byte[] buffer1 = new byte[Resolution]; 62 | byte[] buffer2 = new byte[Resolution]; 63 | 64 | stereo[0].Read(buffer1, 0, buffer1.Length); 65 | stereo[1].Read(buffer2, 0, buffer2.Length); 66 | 67 | a[0] = new WaveBuffer(buffer1); 68 | a[1] = new WaveBuffer(buffer2); 69 | 70 | audio.Add(a); 71 | } 72 | } 73 | 74 | public override void Update(float dt) 75 | { 76 | audio.ForEach((a) => 77 | { 78 | int index = audio.IndexOf(a); 79 | 80 | Console.WriteLine(BufferTimes[index]); 81 | 82 | BufferTimes[index] += dt; 83 | 84 | if (BufferTimes[index] >= BufferLife) 85 | { 86 | audio.RemoveAt(index); 87 | BufferTimes[index] = 0; 88 | } 89 | }); 90 | } 91 | 92 | public override void WheelMoved(int x, int y) 93 | { 94 | Zoom = Math.Max(Zoom + y, 1); 95 | } 96 | 97 | public override void Draw() 98 | { 99 | Graphics.Print("Zoom: " + Zoom.ToString()); 100 | 101 | audio.ForEach((a) => 102 | { 103 | int index = audio.IndexOf(a); 104 | float color = (index - audio.Count) / audio.Count; 105 | 106 | //Graphics.Print("Index: " + index.ToString() + "\nLife: " + BufferTimes[index].ToString("N2"), 0, (index + 1) * 14); 107 | 108 | for (int i = 0; i < a[0].FloatBuffer.Length / 4; i++) 109 | { 110 | int j = Math.Max(i - 1, 0); 111 | Graphics.Line(WindowWidth / 2 + a[0].FloatBuffer[j] * Zoom, WindowHeight / 2 + a[1].FloatBuffer[j] * Zoom, WindowWidth / 2 + a[0].FloatBuffer[i] * Zoom, WindowHeight / 2 + a[1].FloatBuffer[i] * Zoom); 112 | } 113 | }); 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Audio Visualizer/Program.cs: -------------------------------------------------------------------------------- 1 | using Love; 2 | 3 | namespace AudioVisualizer 4 | { 5 | class Program 6 | { 7 | static void Main(string[] args) 8 | { 9 | Boot.Run(new FreqVisualizerMathNet()); 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Audio Visualizer/VisualizerWindow.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Love; 3 | 4 | namespace AudioVisualizer 5 | { 6 | /* 7 | * Just a base window using Love2D to use 8 | * with the visualizer 9 | */ 10 | class VisualizerWindow : Scene 11 | { 12 | public int WindowWidth; 13 | public int WindowHeight; 14 | 15 | public string WindowTitle; 16 | 17 | public override void Load() 18 | { 19 | WindowSettings mode = Window.GetMode(); 20 | mode.resizable = true; 21 | Window.SetMode(mode); 22 | 23 | Window.SetTitle(WindowTitle); 24 | 25 | WindowWidth = Graphics.GetWidth(); 26 | WindowHeight = Graphics.GetHeight(); 27 | } 28 | 29 | public override void WindowResize(int w, int h) 30 | { 31 | WindowWidth = w; 32 | WindowHeight = h; 33 | } 34 | 35 | public override void KeyPressed(KeyConstant key, Scancode scancode, bool isRepeat) 36 | { 37 | if (key == KeyConstant.F) Window.SetFullscreen(!Window.GetFullscreen()); 38 | if (key == KeyConstant.Escape) Event.Quit(); 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /LICENSE.txt: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Quozul 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Quozul/Audio-Visualizer/2bfd7e44e5a69e1d84bfc010e6b749f25a25f2d9/README.md --------------------------------------------------------------------------------