WebGL – sound visualizer with Three.js .

First, you need to create one html5 default webpage.
Also, you need to add the three.js library to your file.
Add your MP3 file to your folder project.
I named my mp3 file with your_sound_file.mp3.
Because you used three.js javascript file you need to have these functions: init, animate, onError.
To use the audio file you need to have these functions: Play and Load.
The visualizer is made with NewLine function.
This function makes one material with one line with green color: 0x00ff00.
If you take a look to the source code will see is simple.
… and result is this:
sounds
see the source code:
<!doctype html>
<html>
<head>
<script src=”js/three.min.js”></script>
</head>
<body>
<script>

var scene, camera, renderer, line;
var geometry, material, mesh, array;

function init() {

scene = new THREE.Scene();

camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;

renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );

document.body.appendChild( renderer.domElement );

}

function NewLine() {

scene.remove(line);

var material = new THREE.LineBasicMaterial({
color: 0x00ff00
});

var geometry = new THREE.Geometry();

array = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(array)

var Ypoints = array;
var xPoint = -2048;
for(var i=0;i<Ypoints.length;i++) {
geometry.vertices.push( new THREE.Vector3( xPoint, Ypoints[i], 0 ) );
xPoint = xPoint + 4;
}

line = new THREE.Line( geometry, material );
scene.add( line );
}

function animate() {

requestAnimationFrame( animate );
NewLine();
renderer.render( scene, camera );

}

window.AudioContext = window.AudioContext || window.webkitAudioContext;
var context = new AudioContext();

function Play(buffer) {
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);

analyser = context.createAnalyser();
source.connect(analyser);
analyser.connect(context.destination);

source.start(0);

init();
animate();
}

function Load(url) {
var request = new XMLHttpRequest();
request.open(‘GET’, url, true);
request.responseType = ‘arraybuffer’;

request.onload = function() {
context.decodeAudioData(request.response, function(buffer) {
Play(buffer)

}, onError);
}
request.send();

function onError() {
console.log(‘error’)
}
}
Load(‘your_sound_file.mp3’);
</script>
</body>
</html>

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