Abstract Audio Visualizer

Size
8,048 Kb
Views
32,384

How do I make an abstract audio visualizer?

An Abstract Audio Visualizer made with ThreeJS. Drag & drop to change the music, click/touch or leap to change the color. Also mouse wheel to zoom in/out. Works best on Chrome.. What is a abstract audio visualizer? How do you make a abstract audio visualizer? This script and codes were developed by Francesco Trillini on 01 September 2022, Thursday.

Abstract Audio Visualizer Previews

Abstract Audio Visualizer - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Abstract Audio Visualizer</title> <style> /* NOTE: The styles were added inline because Prefixfree needs access to your styles and they must be inlined if they are on local disk! */ @import url(http://fonts.googleapis.com/css?family=Carrois+Gothic);
*, *:after, *:before {	box-sizing: border-box;
}
html {	width: 100%;	height: 100%;	overflow: hidden;
}
.play {	font-family: 'Carrois Gothic', sans-serif;	font-size: 1.4em;	text-align: center;	text-transform: uppercase;
}
.play {	color: #ffffff;	position: absolute;	width: 80px;	height: 30px;	top: 90%;	left: 50%;	margin: -15px 0 0 -45px;	border: medium solid rgba(255, 255, 255, 0.3);	z-index: 2;	-webkit-transition: border 1s; -moz-transition: border 1s; -ms-transition: border 1s; -o-transition: border 1s; transition: border 1s;
}
.play:hover {	border: medium solid rgba(255, 255, 255, 1.0); cursor: pointer;
} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
</head>
<body> <!-- Particles -->
<script type = "x-shader/x-vertex" id = "vertex">	attribute float size;	uniform float bass;	void main() { vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);	gl_PointSize = size * bass * (100.0 / length(mvPosition.xyz));	gl_Position = projectionMatrix * mvPosition;	}
</script>
<script type = "x-shader/x-fragment" id = "fragment">	uniform vec3 color;	uniform sampler2D texture;	uniform float opacity;	void main() {	vec4 outColor = texture2D(texture, gl_PointCoord);	gl_FragColor = outColor * vec4(color, opacity);	}
</script>
<body>	<div class = "play">Play</div>
</body> <script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r68/three.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16395/tween.min.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/stats.js/r11/Stats.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js'></script>
<script src='http://js.leapmotion.com/0.2.1/leap.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

Abstract Audio Visualizer - Script Codes CSS Codes

@import url(http://fonts.googleapis.com/css?family=Carrois+Gothic);
*, *:after, *:before {	box-sizing: border-box;
}
html {	width: 100%;	height: 100%;	overflow: hidden;
}
.play {	font-family: 'Carrois Gothic', sans-serif;	font-size: 1.4em;	text-align: center;	text-transform: uppercase;
}
.play {	color: #ffffff;	position: absolute;	width: 80px;	height: 30px;	top: 90%;	left: 50%;	margin: -15px 0 0 -45px;	border: medium solid rgba(255, 255, 255, 0.3);	z-index: 2;	-webkit-transition: border 1s; -moz-transition: border 1s; -ms-transition: border 1s; -o-transition: border 1s; transition: border 1s;
}
.play:hover {	border: medium solid rgba(255, 255, 255, 1.0); cursor: pointer;
}

Abstract Audio Visualizer - Script Codes JS Codes

/* * Copyright MIT © <2013> <Francesco Trillini> * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated * documentation files (the "Software"), to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and * to permit persons to whom the Software is furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR * PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE * FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
var self = window;
(function(self) {	var container, scene, camera, renderer, stats, cubes = [], mouse = { x: 0, y: 0 }, group, material = 0, particles, uniforms, mouseDown = start = play = false, lastTransition = Date.now();	// Mouse wheel and leap settings	var cameraZ = 3000, min = cameraZ - 500, max = min * 3;	// Audio data	var context, buffer, source, stream, analyser, frequency = [], playButton, createObjectURL, codec = ['.ogg', '.mp3'], mimeType = ['audio/ogg', 'audio/mpeg'], URL = 'http://francescotrillini.it/assets/Soundwaves_Remix';	// Dat GUI default value	var showStats = false;	/* * List colors. */	var colors = {	lightRed: [	'#ffffff',	'#e50000'	],	lightViolet: [	'#ffffff',	'#ee82ee'	],	lightBlue: [	'#ffffff',	'#00bcff'	]	};	/* * Settings. */	var Settings = function() {	this.showStats = false;	this.enableStats = function(value) {	showStats = value;	showStats ? stats.domElement.style.visibility = 'visible' : stats.domElement.style.visibility = 'hidden';	};	this.fullScreen = function() {	var container, fullscreen;	container = document.documentElement;	fullscreen = (container.webkitRequestFullscreen || container.mozRequestFullScreen || container.msRequestFullscreen || container.requestFullscreen);	fullscreen.call(document.documentElement);	};	};	window.addEventListener ? window.addEventListener('load', init, false) : window.onload = init; /* * Init. */	function init() {	if(!window.WebGLRenderingContext) {	console.error("Sorry, your browser doesn't support WebGL.");	return;	}	initAudio();	var settings = new Settings();	var GUI = new dat.GUI();	// Dat GUI main	GUI.add(settings, 'showStats').onChange(settings.enableStats);	GUI.add(settings, 'fullScreen');	var body = document.querySelector('body');	container = document.createElement('div');	container.width = innerWidth;	container.height = innerHeight;	container.style.position = 'absolute';	container.style.top = 0;	container.style.bottom = 0;	container.style.left = 0;	container.style.right = 0;	container.style.zIndex = -1;	container.style.overflow = 'hidden';	container.style.background = '-webkit-radial-gradient(#ffcc99, #ff9933)';	container.style.background = '-moz-radial-gradient(#ffcc99, #ff9933)';	container.style.background = '-ms-radial-gradient(#ffcc99, #ff9933)';	container.style.background = '-o-radial-gradient(#ffcc99, #ff9933)';	container.style.background = 'radial-gradient(#ffcc99, #ff9933)';	body.appendChild(container);	// Setup	camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);	camera.position.z = cameraZ;	scene = new THREE.Scene();	// Lights	hemisphereLight = new THREE.HemisphereLight(0xffffff, 100);	scene.add(hemisphereLight);	pointLight = new THREE.PointLight(0xffffff, 3.0);	scene.add(pointLight);	group = new THREE.Object3D();	for(var cube = 0, len = 80; cube < len; cube++) {	var redMaterial = new THREE.MeshPhongMaterial({	color: colors.lightRed[cube % colors.lightRed.length],	shading: THREE.FlatShading,	blending: THREE.NormalBlending,	depthTest: true,	transparent: false	});	var violetMaterial = new THREE.MeshPhongMaterial({	color: colors.lightViolet[cube % colors.lightViolet.length],	shading: THREE.FlatShading,	blending: THREE.NormalBlending,	depthTest: true,	transparent: false	});	var blueMaterial = new THREE.MeshPhongMaterial({	color: colors.lightBlue[cube % colors.lightBlue.length],	shading: THREE.FlatShading,	blending: THREE.NormalBlending,	depthTest: true,	transparent: false	});	var geometry = new THREE.TetrahedronGeometry(50, 1);	geometry.dynamic = true;	var mesh = new THREE.Mesh(geometry, violetMaterial);	mesh.position.x = Math.random() * 2000 - 1000;	mesh.position.y = Math.random() * 2000 - 1000;	mesh.position.z = Math.random() * 2000 - 1000;	mesh.rotation.x = Math.random() * 2 * Math.PI;	mesh.rotation.y = Math.random() * 2 * Math.PI;	mesh.rotation.z = Math.random() * 2 * Math.PI;	cubes.push({	mesh: mesh,	materials: [	redMaterial,	violetMaterial,	blueMaterial	],	band: Math.floor(Math.random(128)),	scale: 0,	level: ~~(Math.random() * (7 - 2 + 1) + 2)	});	group.add(mesh);	}	scene.add(group);	// Init particles and mesh	loadParticles();	updateTransitions(0);	changeMaterial(~~(Math.random() * 3));	renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });	renderer.setSize(window.innerWidth, window.innerHeight);	container.appendChild(renderer.domElement);	// Stats	stats = new Stats();	stats.domElement.style.position = 'absolute';	stats.domElement.style.top = '0px';	container.appendChild(stats.domElement);	// Hide stats	settings.enableStats();	// Listeners	container.addEventListener('mousedown', onMouseDown, false);	container.addEventListener('touchstart', onTouchStart, false);	document.addEventListener('drop', onDrop, false);	document.addEventListener('dragover', onDragOver, false);	document.addEventListener('mousewheel', onMouseWheel, false );	document.addEventListener('DOMMouseScroll', onMouseWheel, false);	playButton = document.querySelector('.play');	playButton.addEventListener('click', onClick, false);	enableLeap();	render();	window.onresize = onResize;	}	/* * Mouse down event. */	function onMouseDown(event) {	event.preventDefault();	if(play)	changeMaterial();	}	/* * Touch start event. */	function onTouchStart(event) {	event.preventDefault();	if(play)	changeMaterial();	}	/* * On drag over event. */	function onDragOver(event) {	event.stopPropagation();	event.preventDefault();	return false;	}	/* * On drop event. */	function onDrop(event) {	event.stopPropagation();	event.preventDefault();	// Read data as URL	loadAudio(createObjectURL(event.dataTransfer.files[0]));	}	/* * On mouse wheel event. */	function onMouseWheel(event) {	if(cameraZ < min || cameraZ > max)	cameraZ = THREE.Math.clamp(cameraZ, min, max);	// WebKit	if(play && event.wheelDeltaY)	cameraZ -=event.wheelDeltaY * 2;	// Opera / Explorer 9	else if(play && event.wheelDelta)	cameraZ -= event.wheelDelta * 2;	// Firefox	else if(play && event.detail)	cameraZ -= event.detail * 2;	}	/* * On click event. */	function onClick(event) {	var triggeredEvent = event !== null ? this : playButton;	document.querySelector('body').removeChild(triggeredEvent);	connectSource();	if(source !== undefined) {	play = true;	container.style.cursor = 'pointer';	source.play();	}	}	/* * Enable leap device if detected. */	function enableLeap() {	var controller = new Leap.Controller({ enableGestures: true });	controller.on('frame', function(data) {	if(cameraZ < min || cameraZ > max)	cameraZ = THREE.Math.clamp(cameraZ, min, max);	// Palm position	if(data.hands.length > 0) {	var hand = data.hands[0];	cameraZ += ~~(-hand.palmPosition[2]); }	for(var i = 0; i < data.gestures.length; i++) {	var gesture = data.gestures[i]; var type = gesture.type;	switch(type) {	case 'screenTap':	!play ? onClick(null) : changeMaterial();	break; } }	});	// Connect controller	controller.connect();	}	/* * On resize event. */	function onResize(event) {	camera.aspect = window.innerWidth / window.innerHeight;	camera.updateProjectionMatrix();	renderer.setSize(window.innerWidth, window.innerHeight);	}	/* * Init audio from a source. */	function initAudio() {	createObjectURL = (window.URL || window.webkitURL || {}).createObjectURL || function(){};	if(!typeof document.createElement('audio').canPlayType === 'function') {	console.error("Sorry, your browser doesn't support Web Audio API.");	return;	}	context = new (window.AudioContext || window.webkitAudioContext)();	source = document.createElement('audio');	for(var fallback = 0; fallback < (source.canPlayType('audio/mpeg') === '' ? 1 : 2); fallback++)	new Audio(fallback);	}	/* * Create an audio object from an AJAX stream. */	function Audio(fallback) {	var request = new XMLHttpRequest();	request.open('GET', URL + codec[fallback], true);	request.responseType = 'blob';	request.onload = function(event) {	if(this.readyState === 4 && this.status === 200) {	stream = document.createElement('source');	stream.src = createObjectURL(this.response);	stream.type = mimeType[fallback];	source.appendChild(stream);	}	};	request.send();	}	/* * Load audio from a source (drag & drop). */	function loadAudio(data) {	var streams = source.childNodes.length;	while(streams--)	// Manually disconnect the source	source.removeChild(source.childNodes[streams]); stream.src = data;	source.appendChild(stream);	}	/* * Connect the source to analyzer. */	function connectSource() {	buffer = context.createMediaElementSource(source);	analyser = context.createAnalyser();	// Fast smoothing	analyser.smoothingTimeConstant = 0.3;	analyser.fftSize = 512;	buffer.connect(analyser);	analyser.connect(context.destination);	frequency = new Uint8Array(analyser.frequencyBinCount);	}	/* * Load the particles. */	function loadParticles() {	// See: https://github.com/mrdoob/three.js/issues/687	THREE.ImageUtils.crossOrigin = '';	var texture = THREE.ImageUtils.loadTexture('http://francescotrillini.it/assets/particle.png');	var attributes = {	size: { type: 'f', value: [] }	};	uniforms = {	color: { type: 'c', value: new THREE.Color(0x454545) },	texture: { type: 't', value: texture },	bass: {type: 'f', value: 0.0 },	opacity: { type: 'f', value: 0.0 },	};	var shaderMaterial = new THREE.ShaderMaterial( {	uniforms: uniforms,	attributes: attributes,	vertexShader: document.getElementById('vertex').textContent,	fragmentShader: document.getElementById('fragment').textContent,	blending: THREE.AdditiveBlending,	transparent: true,	});	var geometry = new THREE.Geometry();	geometry.verticesNeedUpdate = true;	// Position	for(particle = 0, len = 100; particle < len; particle++)	geometry.vertices.push(new THREE.Vector3(Math.random() * 10000 - 5000, Math.random() * 10000 - 5000, Math.random() * 10000 - 5000));	// Size	for(var index = 0, len = geometry.vertices.length; index < len; index++)	attributes.size.value[index] = 100 + Math.random() * 100;	particles = new THREE.PointCloud(geometry, shaderMaterial);	scene.add(particles);	}	/* * Change the current material with the next one. */	function changeMaterial(seed) {	var cube = cubes.length;	material += (seed !== undefined ? seed : 1);	while(cube--) {	var object = cubes[cube];	object.mesh.material = object.materials[material % object.materials.length];	}	}	/* * Update the transitions (position, rotation). */	function updateTransitions(schedule) {	var size = schedule;	// Random size before play	if(size === 0) {	var cube = cubes.length;	while(cube--) {	var object = cubes[cube];	new TWEEN.Tween(object.mesh.scale).to({	x: object.level / 1.35,	y: object.level / 1.35,	z: object.level / 1.35	}, 500).start();	}	}	// Change position and rotation every two secs	if((Date.now() - lastTransition > 0 && Date.now() - lastTransition < 1000 && start) || schedule !== undefined) {	start = false;	var cube = cubes.length;	while(cube--) {	var object = cubes[cube];	// Random position	new TWEEN.Tween(object.mesh.position).to({	x: Math.random() * 2000 - 1000,	y: Math.random() * 2000 - 1000,	z: Math.random() * 2000 - 1000	}, 3000).start();	// Random rotation	new TWEEN.Tween(object.mesh.rotation).to({	x: Math.random() * 2 * Math.PI,	y: Math.random() * 2 * Math.PI,	z: Math.random() * 2 * Math.PI	}, 3000).start();	}	}	// Reset 'em all	if(Date.now() - lastTransition > 2000) {	lastTransition = Date.now();	start = true;	}	}	/* * Render the animation. */	function render() {	requestAnimationFrame(render);	updateTransitions();	TWEEN.update();	if(!play) {	group.rotation.x += 0.006;	group.rotation.y += 0.006;	}	if(play && frequency.length > 0) {	// Zoom	camera.position.z += (THREE.Math.clamp(cameraZ, min, max) - camera.position.z) * 0.1;	var cube = cubes.length;	while(cube--) {	var object = cubes[cube];	var currentLevel, band, rotation;	// Frequency	currentLevel = (frequency[object.band] / 256) * object.level;	band = currentLevel < 1 ? 1 : currentLevel;	object.scale += (band - object.scale) * 0.2;	group.rotation.x += object.scale * 0.00012;	group.rotation.y += object.scale * 0.00012;	particles.rotation.copy(group.rotation);	particles.rotation.x *= 0.4;	particles.rotation.y *= 0.4;	uniforms.bass.value += (object.scale / 2.7 - uniforms.bass.value) * 0.5;	uniforms.opacity.value = Math.max(0.0, currentLevel / Math.min(12, currentLevel));	// Scale fov	camera.fov += (75 - object.scale * 3 - camera.fov) * 0.008;	camera.updateProjectionMatrix();	}	analyser.getByteFrequencyData(frequency);	}	camera.lookAt(scene.position);	stats.update();	renderer.render(scene, camera);	}
})(self);
Abstract Audio Visualizer - Script Codes
Abstract Audio Visualizer - Script Codes
Home Page Home
Developer Francesco Trillini
Username Francext
Uploaded September 01, 2022
Rating 4.5
Size 8,048 Kb
Views 32,384
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