An online landscape, built as a tool to explore the many aspects of the human voice. https://voicegardens.org
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"use strict";
//
// Voicegardens front-end Javascript
//
var archiveUrl = window.location + "add-to-archive";
var canvasColour = "white";
var canvasHeight = 400;
var canvasWidth = 800;
var frameRate = 30;
var microphone;
var newSoundJustRecorded = false;
var playButton;
var recordButton;
var recorder;
var recording;
var recordingTimeout = 30000; // 30 seconds (in milliseconds)
var shapes = [];
var stopButton;
function record() {
/**
* Starting recording.
**/
if (microphone.enabled) {
setTimeout(recorder.record(recording), recordingTimeout);
}
}
function stop() {
/**
* Stop recording a new recording.
**/
if (recorder.recording) {
recorder.stop();
newSoundJustRecorded = true;
}
}
function play() {
/**
* Play the recording.
**/
if (recording.isLoaded()) {
recording.play();
}
}
function archive() {
/**
* Send the recording to the back-end.
**/
var soundBlob = recording.getBlob();
var formData = new FormData();
var date = new Date();
var filename = date.getTime().toString() + ".wav";
formData.append("file", soundBlob, filename);
var config = new Headers({ "Content-Type": "multipart/form-data" });
axios.post(archiveUrl, formData, config).catch(function(error) {
console.log(
"Upload failed!",
"Received the following message:",
error.response.data
);
});
}
function setupRecording() {
/**
* Setup logic for recording.
**/
microphone = new p5.AudioIn();
microphone.start();
recorder = new p5.SoundRecorder();
recorder.setInput(microphone);
recording = new p5.SoundFile();
recordButton = createButton("record");
recordButton.position(10, 90);
recordButton.mousePressed(record);
stopButton = createButton("stop");
stopButton.position(120, 90);
stopButton.mousePressed(stop);
playButton = createButton("play");
playButton.position(210, 90);
playButton.mousePressed(play);
playButton = createButton("archive");
playButton.position(300, 90);
playButton.mousePressed(archive);
}
function getSoundInfo() {
/**
* Retrieve sound information like pitch, amplitude, duration, etc.
**/
amplitude = recording.getPeaks();
duration = recording.duration();
// pitch (frequency?) I think we can use fft.analyze() and then find the
// highest value (0 -> 1024) that has a non-zero value this gives us the
// highest frequency from the recording
// https://p5js.org/reference/#/p5.FFT
// https://p5js.org/reference/#/p5.FFT/analyze
// nuance?
// "I meant the amount of variation in the voice - i.e is it one single
// monotone note or does it go up and down octaves or start soft and high and
// become deep and guttural etc."
//
// How do to do this? Unsure ...
}
class GeneratedShape {
constructor() {
/**
* Initialise the new shape.
**/
this.w = 20;
this.h = 20;
this.x = random(width);
this.y = random(height);
this.xSpeed = 1.8;
this.ySpeed = 1.8;
this.xDirection = 1;
this.yDirection = 1;
this.synth = new p5.MonoSynth();
}
collide(shapes) {
/**
* Detect if the shape collides with another shape.
**/
if (shapes.length === 1) {
return false;
}
for (var shape of shapes) {
if (this === shape) {
continue;
}
var collision = collideCircleCircle(
this.x,
this.y,
this.w,
shape.x,
shape.y,
shape.w
);
if (collision === true) {
return true;
}
}
return false;
}
sound() {
/**
* Play a sound after a collision is detected.
**/
var notes = ["G2", "C3", "G3"];
var duration = 0.8;
var time = 0;
var velocity = 0.5;
var index = random(0, notes.length + 1);
this.synth.play(notes[index], velocity, time, duration);
}
move() {
/**
* Move the shape around the canvas.
**/
this.x = this.x + this.xSpeed * this.xDirection;
this.y = this.y + this.ySpeed * this.yDirection;
if (this.x > width - this.w || this.x < this.w) {
this.xDirection *= -1;
}
if (this.y > height - this.h || this.y < this.h) {
this.yDirection *= -1;
}
}
display() {
/**
* Show the shape on the canvas.
**/
// TODO: use getSoundInfo function to influence how shape is drawn
ellipse(this.x, this.y, this.w, this.h);
}
}
function setup() {
/**
* The p5.js initial setup function.
**/
createCanvas(canvasWidth, canvasHeight);
setupRecording();
frameRate(frameRate);
}
function draw() {
/**
* The p5.js draw loop.
**/
background(canvasColour);
if (newSoundJustRecorded === true) {
shapes.push(new GeneratedShape());
newSoundJustRecorded = false;
}
for (var shape of shapes) {
shape.move();
shape.display();
if (shape.collide(shapes) === true) {
shape.sound();
}
}
}