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Luke Murphy 5 years ago
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  1. 201
      voicegardens/static/voicegardens.js

201
voicegardens/static/voicegardens.js

@ -4,31 +4,56 @@
// Voicegardens front-end Javascript
//
// URL which exposes the archive saving API end-point
var archiveUrl = window.location + "add-to-archive";
var canvasHeight;
var canvasWidth;
// The x,y coordinates which gives the center of the canvas
var centerX;
var centerY;
// The canvas frame rate which controls how many times the draw function is
// called. So far as we have seen, this can affect performance. Try the value
// of 30 and also 60 to see the difference. Higher values may also give more
// fun animation effects.
var frameRate = 30;
// Sound recording API objects
var microphone;
var recorder;
var recording;
// Boolean which is only true when the user stops the recording of a sound.
// This then triggers the generation of a shape based on that recording.
var newSoundJustRecorded = false;
// All user clickable buttons
var archiveButton;
var playButton;
var recordButton;
var recorder;
var recording;
var recordingTimeout = 30000; // 30 seconds (in milliseconds)
var screenX;
var screenY;
var secondTick = false;
var shapes = [];
var stopButton;
var timer = 0;
var toScreenX;
var toScreenY;
var viewArchiveButton;
// Time-out used to stop a recording in case the user forgets to stop it
// themselves. It also gurantees to turn off the mic in case of some unknown
// error that we didn't take into consideration. This is 30 seconds in
// milliseconds.
var recordingTimeout = 30000;
// The x,y coordinates which shows where the window position is. This is useful
// because we use the `translate` function to offset the window view in
// relation to the canvas (users can drag their view across the "environment")
// and we need to record where that x position leaves us.
var screenX = 0;
var screenY = 0;
var toScreenX = 0;
var toScreenY = 0;
// All shapes generated
var shapes = [];
function record() {
/**
* Starting recording.
* Start recording a sound.
**/
if (microphone.enabled) {
setTimeout(recorder.record(recording), recordingTimeout);
@ -37,17 +62,19 @@ function record() {
function stop() {
/**
* Stop recording a new recording.
* Stop recording a new sound.
**/
if (recorder.recording) {
recorder.stop();
// signal to the draw loop that we should generate a new shape
newSoundJustRecorded = true;
}
}
function play() {
/**
* Play the recording.
* Play the sound just recorded.
**/
if (recording.isLoaded()) {
recording.play();
@ -56,7 +83,7 @@ function play() {
function archive() {
/**
* Send the recording to the back-end.
* Send the sound to the back-end for archving.
**/
var soundBlob = recording.getBlob();
@ -77,12 +104,15 @@ function archive() {
}
function showArchive() {
/**
* Set URL to view archive. Called by the `archiveButton`.
**/
window.location.href = "/archive";
}
function setupRecording() {
/**
* Setup logic for recording.
* Setup logic for sound recording.
**/
microphone = new p5.AudioIn();
microphone.start();
@ -104,13 +134,13 @@ function setupRecording() {
playButton.position(10, 75);
playButton.mousePressed(play);
playButton = createButton("archive");
playButton.position(10, 110);
playButton.mousePressed(archive);
archiveButton = createButton("archive");
archiveButton.position(10, 110);
archiveButton.mousePressed(archive);
playButton = createButton("view archive");
playButton.position(10, 145);
playButton.mousePressed(showArchive);
viewArchiveButton = createButton("view archive");
viewArchiveButton.position(10, 145);
viewArchiveButton.mousePressed(showArchive);
}
function getSoundInfo() {
@ -139,41 +169,71 @@ class GeneratedShape {
/**
* Initialise the new shape.
**/
this.synth = new p5.MonoSynth();
// The opacity of the shape. This controls whether we can see the shape or
// not (transparency). It starts at zero as we want to fade the shapes in
// when they enter the environment
this.opacity = 0;
// the colour of the shape
this.colour = this.chooseColour();
// Acceleration x,y values which control at which speed the shape
// accelerates towards the intended x,y destination.
this.accelX = 0.0;
this.accelY = 0.0;
// The x, y destination values which the shape moves towards. This can be
// calculated against the `mouseX` and `mouseY` values, for example. Then
// the shape will follow the mouse.
this.deltaX = 0.0;
this.deltaY = 0.0;
// ???
this.springing = 0.0009;
// ???
this.damping = 0.98;
// Value that controls the tightness or looseness of the curves between the
// x,y values of the shape. AFAIK, this value can go between -5 and +5.
// With +5 we have very sharp curves and edges.
this.organicConstant = random(-5, 5);
// The x,y values which determine where the shape is currently. These are
// required in order to calculate where the shape is currently so that we
// can then go about moving it to the new destination.
this.startXs = [];
this.startYs = [];
// The x,y values which track the new position of the shape (and therefore
// update the `startXs` and `startYs`) as the shape moves about the
// environment
this.xs = [];
this.ys = [];
// ???
this.angles = [];
this.frequency = [];
// ???
this.frequencies = [];
// Random x,y values (only randomly chosen once, then fixed) which are used
// in the calculation of the curve drawing between the x,y vectors of the
// shape
this.randXs = [];
this.randYs = [];
// Number of edges of the shape
this.edges = random(3, 10);
// ???
this.radius = random(120, 140);
this.angle = radians(360 / this.edges);
this.destX = random(canvasWidth);
this.destY = random(canvasHeight);
// ???
this.angle = radians(360 / this.edges);
// ???
this.centerX = random(windowWidth);
this.centerY = random(windowHeight);
@ -182,7 +242,7 @@ class GeneratedShape {
initialise() {
/**
* Initialise the shape.
* Initialise the shape values.
**/
for (let i = 0; i < this.edges; i++) {
this.startXs[i] = 0;
@ -195,7 +255,7 @@ class GeneratedShape {
}
for (let i = 0; i < this.edges; i++) {
this.frequency[i] = random(5, 12);
this.frequencies[i] = random(5, 12);
}
}
@ -203,34 +263,40 @@ class GeneratedShape {
/**
* Detect if the shape collides with another shape.
**/
// TODO: implement once again
return false;
return false; // TODO: implement once again
}
sound() {
/**
* Play a sound after a collision is detected.
**/
// TODO: implement once again
return;
return; // TODO: implement once again
}
fadein() {
docolour() {
/**
* Fade-in the shape using alpha values.
* Draw colour and fade-in shape.
**/
if (this.opacity != 256) {
if (this.opacity < 256) {
// shape should fade in, so increment alpha value
let currentAlpha = this.colour._getAlpha();
this.colour.setAlpha(currentAlpha + random(0, 3));
} else {
// shape has faded-in, show it as fully visible now
this.opacity = 256;
}
}
fill(this.colour);
}
chooseColour() {
/**
* Choose a colour for the shape.
**/
// TODO: choose nicer colours
// TODO: Can we have gradient colours
// TODO: Can we have multiple colours
let colourChoices = [
color("red"),
color("blue"),
@ -238,19 +304,35 @@ class GeneratedShape {
color("black"),
color("white")
];
let index = floor(random(0, colourChoices.length));
let chosenColour = colourChoices[index];
// set shape opacity to 0 initially to enable fade-in
chosenColour.setAlpha(this.opacity);
return chosenColour;
}
curve() {
/**
* Curve the shape.
**/
curveTightness(this.organicConstant);
beginShape();
for (let i = 0; i < this.edges; i++) {
curveVertex(this.xs[i], this.ys[i]);
}
endShape(CLOSE);
}
draw() {
/**
* Draw the shape vectors.
**/
if (this.opacity != 256) this.fadein();
fill(this.colour);
this.docolour();
// set the start x,y positions for the shape on each draw loop
for (let i = 0; i < this.edges; i++) {
this.startXs[i] =
this.centerX + cos(this.angle * i) * this.radius + this.randXs[i];
@ -258,12 +340,7 @@ class GeneratedShape {
this.centerY + sin(this.angle * i) * this.radius + this.randYs[i];
}
curveTightness(this.organicConstant);
beginShape();
for (let i = 0; i < this.edges; i++) {
curveVertex(this.xs[i], this.ys[i]);
}
endShape(CLOSE);
this.curve();
}
move() {
@ -292,39 +369,31 @@ class GeneratedShape {
this.startXs[i] + sin(radians(this.angles[i])) * (this.accelX * 2);
this.ys[i] =
this.startYs[i] + sin(radians(this.angles[i])) * (this.accelY * 2);
this.angles[i] += this.frequency[i];
this.angles[i] += this.frequencies[i];
}
}
}
function setup() {
/**
* The p5.js initial setup function.
* The initial setup function called once on start.
**/
canvasWidth = windowWidth;
canvasHeight = windowHeight;
createCanvas(canvasWidth, canvasHeight);
createCanvas(windowWidth, windowHeight);
frameRate(frameRate);
setupRecording();
centerX = canvasWidth / 2;
centerY = canvasHeight / 2;
screenX = toScreenX = 0;
screenY = toScreenY = 0;
}
function draw() {
/**
* The p5.js draw loop.
* The draw loop which is called x times a second where x is the frameRate.
**/
background("#69D2E7");
blendMode(BLEND);
smooth();
noStroke();
// offset the window view based on new values of x,y related to the screen.
// These values are generated once the user drags the screen with the mouse.
screenX = lerp(screenX, toScreenX, 0.2);
screenY = lerp(screenY, toScreenY, 0.2);
translate(screenX, screenY);
@ -334,30 +403,14 @@ function draw() {
newSoundJustRecorded = false;
}
if (millis() >= 1000 + timer) {
secondTick = true;
timer = millis();
}
for (let i = 0; i < shapes.length; i++) {
let shape = shapes[i];
shape.draw();
shape.move();
if (secondTick) {
setTimeout(function() {
shape.destX = random(canvasWidth);
shape.destY = random(canvasHeight);
}, random(100, 3000));
}
if (shape.collide(shapes) === true) {
shape.sound();
}
}
secondTick = false;
}
function mouseDragged() {

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