我正在尝试使用Javascript和p5.js库编写一个程序,以在检测到音频文件中的峰值时从数组中触发随机图像。 p5的声音库可以为我检测音频峰值,然后在该音频峰值触发功能。但是,我在Javascript方面没有太多经验,所以我不确定从这里开始。我创建了一个图像数组,并计划使用math.Random创建一个函数来获取其中一个图像。然后可以在我的triggerBeat函数中调用该函数吗?
此外,我将图像设置为背景,以使其不在p5的draw函数之内,因此我尝试更改bg变量。我已经预加载了背景图片,并且在预加载功能中也添加了代码,以允许用户上传音频文件。
很抱歉,如果这样做没有意义。我对Java语言还很陌生,今天大部分时间都在尝试着围绕Java语言。
编辑:更新的代码
var cnv, song, fft, peakDetect, img, bg;
var imageset = new Array("1.png","2.png","3.png");
function preload(){
img = loadImage("1.png");
var loader = document.querySelector(".loader");
document.getElementById("audiofile").onchange = function(event) {
if(event.target.files[0]) {
if(typeof song != "undefined") {
song.disconnect();
song.stop();
}
song = loadSound(URL.createObjectURL(event.target.files[0]));
loader.classList.add("loading");
}
}
}
function setup() {
cnv = createCanvas(900,900);
drawImage(imageset[0]);
fft = new p5.FFT();
peakDetect = new p5.PeakDetect();
setupSound();
peakDetect.onPeak(drawImage(imageset));
}
function draw() {
drawImage();
}
function drawImage(arr) {
var bg = loadImage(random(arr));
background(bg);
fill(0);
text('play', width/2, height/2);
fft.analyze();
peakDetect.update(fft);
}
function setupSound() {
cnv.mouseClicked( function() {
if (song.isPlaying() ) {
song.stop();
} else {
song.play();
}
});
}
答案 0 :(得分:0)
具有yourArray[Math.floor(Math.random() * yourArray.length)]
可以通过在triggerBeat函数中调用它来获取随机img
答案 1 :(得分:0)
p5具有数学功能,其中之一是随机的。
如果给定一个参数并且它是一个数组,则从该数组返回一个随机元素。
编辑 由于回答了最初的问题后结果更加混乱,因此我更新了整个代码。
var cnv, song, fft, peakDetect, img, bg;
var imageset = new Array("pic1.png","pic2.png","pic3.png", "pic4.png");
var imagesArr = [];
//next line will make p5 global. Otherwise would the p5 functions be
//accessable from p5 struct functions only.
new p5();
/*******************************************************************
* PRELOAD
* we are using for loading images/audios only
********************************************************************/
function preload(){
//load all images from 'imageset' into 'imagesArr'
for(var i=0; i<imageset.length; i++){
loadImage('../img/'+imageset[i], function(img) {
imagesArr.push(img);
});
}
// next lets load soundfile(s).
//song = loadSound("../snd/test.mp3");
// I used testfile, didn't touch nor tested your code here,
// BUT, again:
// you should only (pre)load you sounds here, setting event should go
// to the setup()
var loader = document.querySelector(".loader");
document.getElementById("audiofile").onchange = function(event) {
if(event.target.files[0]) {
if(typeof song != "undefined") {
song.disconnect();
song.stop();
}
song = loadSound(URL.createObjectURL(event.target.files[0]));
loader.classList.add("loading");
}
}
}
/*******************************************************************
* SETUP
* run once, use for initialisation.
********************************************************************/
function setup() {
//create canvas, draw initial background and text
cnv = createCanvas(900,900);
drawBackground();
text('play', width/2, height/2);
//initiate fft, peakdetect. Set event (onpeak)
fft = new p5.FFT();
peakDetect = new p5.PeakDetect();
setupSound();
peakDetect.onPeak(drawBackground);
}
/*******************************************************************
* DRAW
* endless loop. Here happens all the action.
* But you cannot draw your background here, as it is done by event.
********************************************************************/
function draw(){
//fft and peakdetecting are in use.
fft.analyze();
peakDetect.update(fft);
}
function drawBackground() {
background(255);
background(random(imagesArr));
}
function setupSound() {
cnv.mouseClicked( function() {
if (song.isPlaying() ) {
song.stop();
} else {
song.play();
}
});
}