谷歌播放音乐用于创建"粒子"在他们的网站上的visualiser? 使用了什么3D图形软件?我的猜测最初是通过webGL导出的统一3D,或者也许是three.js或UE4?
我不明白当3D视觉设备对音频做出反应时,他们如何让音频网络播放器流式播放音频。
我想重新创造同样的东西。不知道从哪里开始。我缺乏如何完成的知识。 无法在网上找到任何答案。
最重要的是谷歌做了什么不同的方法。有哪些主要区别?
Visualiser演示链接:https://www.youtube.com/watch?v=mjfKCSPFdGI
感谢。
答案 0 :(得分:3)
如果您发布一个gif或其他内容来展示您所指的内容,那就太好了。
制作音频反应非常简单。 Here's an open source site with lots audio reactive examples
至于如何操作,你基本上使用Web Audio API来流式传输音乐并使用它的AnalyserNode来获取音频数据。
"use strict";
const ctx = document.querySelector("canvas").getContext("2d");
ctx.fillText("click to start", 100, 75);
ctx.canvas.addEventListener('click', start);
function start() {
ctx.canvas.removeEventListener('click', start);
// make a Web Audio Context
const context = new AudioContext();
const analyser = context.createAnalyser();
// Make a buffer to receive the audio data
const numPoints = analyser.frequencyBinCount;
const audioDataArray = new Uint8Array(numPoints);
function render() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// get the current audio data
analyser.getByteFrequencyData(audioDataArray);
const width = ctx.canvas.width;
const height = ctx.canvas.height;
const size = 5;
// draw a point every size pixels
for (let x = 0; x < width; x += size) {
// compute the audio data for this point
const ndx = x * numPoints / width | 0;
// get the audio data and make it go from 0 to 1
const audioValue = audioDataArray[ndx] / 255;
// draw a rect size by size big
const y = audioValue * height;
ctx.fillRect(x, y, size, size);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
// Make a audio node
var audio = new Audio();
audio.loop = true;
audio.autoplay = true;
// this line is only needed if the music you are trying to play is on a
// different server than the page trying to play it.
// It asks the server for permission to use the music. If the server says "no"
// then you will not be able to play the music
audio.crossOrigin = "anonymous";
// call `handleCanplay` when it music can be played
audio.addEventListener('canplay', handleCanplay);
audio.src = "https://twgljs.org/examples/sounds/DOCTOR%20VOX%20-%20Level%20Up.mp3";
audio.load();
function handleCanplay() {
// connect the audio element to the analyser node and the analyser node
// to the main Web Audio context
const source = context.createMediaElementSource(audio);
source.connect(analyser);
analyser.connect(context.destination);
}
}
canvas { border: 1px solid black; display: block; }
<canvas></canvas>
然后由你做一些有创意的事情。例如,不像在第一个例子中那样在屏幕上绘制一堆黑点,我们可以缩放随机彩色圆圈并调整它们的颜色和速度,就像这样
"use strict";
var context = new AudioContext();
var analyser = context.createAnalyser();
var numPoints = analyser.frequencyBinCount;
var audioDataArray = new Uint8Array(numPoints);
var ctx = document.querySelector("canvas").getContext("2d");
var ctx2 = document.createElement("canvas").getContext("2d");
var numSpots = 5;
var spots = [];
for (var ii = 0; ii < numSpots; ++ii) {
spots.push({
x: Math.random(),
y: Math.random(),
velocity: 0.01,
direction: Math.random(),
hue: Math.random() * 360 | 0,
});
}
function rnd(min, max) {
if (max === undefined) {
max = min;
min = 0;
}
return Math.random() * (max - min) + min;
}
function render() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.save();
ctx.globalAlpha = .97;
ctx.globalCompositeOperation = "source-out";
ctx.translate(ctx.canvas.width / 2, ctx.canvas.height / 2);
ctx.scale(1.001, 1.001);
ctx.rotate(0.003);
ctx.translate(-ctx.canvas.width / 2, -ctx.canvas.height / 2);
ctx.drawImage(ctx2.canvas, 0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.restore();
analyser.getByteFrequencyData(audioDataArray);
const width = ctx.canvas.width;
const height = ctx.canvas.height;
spots.forEach((spot, n) => {
const ndx = n * numPoints / numSpots | 0;
const audioValue = audioDataArray[ndx] / 255;
const sat = Math.pow(audioValue, 2) * 100;
spot.velocity = audioValue * 0.02;
spot.direction = (spot.direction + 1 + rnd(-.01, 0.01)) % 1;
const angle = spot.direction * Math.PI * 2;
spot.x = (spot.x + Math.cos(angle) * spot.velocity + 1) % 1;
spot.y = (spot.y + Math.sin(angle) * spot.velocity + 1) % 1;
ctx.fillStyle = "hsl(" + spot.hue + "," + sat + "%,50%)";
ctx.beginPath();
ctx.arc(spot.x * width, spot.y * height, 50 * audioValue, 0, Math.PI * 2, false);
ctx.fill();
});
var temp = ctx;
ctx = ctx2;
ctx2 = temp;
requestAnimationFrame(render);
}
requestAnimationFrame(render);
var audio = new Audio();
audio.loop = true;
audio.autoplay = true;
// this line is only needed if the music you are trying to play is on a
// different server than the page trying to play it.
// It asks the server for permission to use the music. If the server says "no"
// then you will not be able to play the music
audio.crossOrigin = "anonymous";
audio.addEventListener('canplay', handleCanplay);
audio.loop = true;
audio.src = "https://twgljs.org/examples/sounds/DOCTOR%20VOX%20-%20Level%20Up.mp3";
audio.load();
function handleCanplay() {
const source = context.createMediaElementSource(audio);
source.connect(analyser);
analyser.connect(context.destination);
}
canvas { border: 1px solid black; display: block; }
<canvas></canvas>