An online landscape, built as a tool to explore the many aspects of the human voice.
https://voicegardens.org
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317 lines
6.8 KiB
317 lines
6.8 KiB
"use strict";
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//
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// Voicegardens front-end Javascript
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//
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var archiveUrl = window.location + "add-to-archive";
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var canvas;
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var microphone;
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var frameRate = 60;
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var mouseInitialDrag = false;
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var newSoundJustRecorded = false;
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var playButton;
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var recordButton;
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var recorder;
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var recording;
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var recordingTimeout = 30000; // 30 seconds (in milliseconds)
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var screenX;
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var screenY;
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var shapes = [];
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var stopButton;
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var color;
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var centerX;
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var centerY;
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var numberOfEdges;
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var radius;
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var angle;
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function record() {
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/**
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* Starting recording.
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**/
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if (microphone.enabled) {
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setTimeout(recorder.record(recording), recordingTimeout);
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}
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}
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function stop() {
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/**
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* Stop recording a new recording.
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**/
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if (recorder.recording) {
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recorder.stop();
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newSoundJustRecorded = true;
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}
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}
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function play() {
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/**
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* Play the recording.
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**/
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if (recording.isLoaded()) {
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recording.play();
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}
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}
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function archive() {
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/**
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* Send the recording to the back-end.
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**/
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var soundBlob = recording.getBlob();
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var formData = new FormData();
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var date = new Date();
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var filename = date.getTime().toString() + ".wav";
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formData.append("file", soundBlob, filename);
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var config = new Headers({ "Content-Type": "multipart/form-data" });
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axios.post(archiveUrl, formData, config).catch(function(error) {
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console.log(
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"Upload failed!",
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"Received the following message:",
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error.response.data
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);
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});
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}
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function showArchive() {
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window.location.href = "/archive";
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}
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function setupRecording() {
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/**
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* Setup logic for recording.
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**/
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microphone = new p5.AudioIn();
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microphone.start();
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recorder = new p5.SoundRecorder();
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recorder.setInput(microphone);
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recording = new p5.SoundFile();
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recordButton = createButton("record");
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recordButton.position(10, 5);
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recordButton.mousePressed(record);
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stopButton = createButton("stop");
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stopButton.position(10, 40);
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stopButton.mousePressed(stop);
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playButton = createButton("play");
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playButton.position(10, 75);
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playButton.mousePressed(play);
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playButton = createButton("archive");
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playButton.position(10, 110);
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playButton.mousePressed(archive);
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playButton = createButton("view archive");
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playButton.position(10, 145);
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playButton.mousePressed(showArchive);
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}
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function getSoundInfo() {
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/**
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* Retrieve sound information like pitch, amplitude, duration, etc.
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**/
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amplitude = recording.getPeaks();
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duration = recording.duration();
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// pitch (frequency?) I think we can use fft.analyze() and then find the
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// highest value (0 -> 1024) that has a non-zero value this gives us the
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// highest frequency from the recording
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// https://p5js.org/reference/#/p5.FFT
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// https://p5js.org/reference/#/p5.FFT/analyze
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// nuance?
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// "I meant the amount of variation in the voice - i.e is it one single
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// monotone note or does it go up and down octaves or start soft and high and
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// become deep and guttural etc."
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//
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// How do to do this? Unsure ...
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}
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class GeneratedShape {
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constructor() {
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/**
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* Initialise the new shape.
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**/
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this.xSpeed = 1.4;
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this.ySpeed = 1.6;
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this.xDirection = 1;
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this.yDirection = 1;
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this.synth = new p5.MonoSynth();
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this.points = [];
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this.calculatePoints();
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this.colour = this.colour();
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}
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collide(shapes) {
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/**
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* Detect if the shape collides with another shape.
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**/
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if (shapes.length === 1) {
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return false;
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}
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for (var shape of shapes) {
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if (this === shape) {
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continue;
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}
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var collision = collideCircleCircle(
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this.x,
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this.y,
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this.w,
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shape.x,
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shape.y,
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shape.w
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);
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if (collision === true) {
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return true;
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}
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}
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return false;
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}
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colour() {
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/**
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* Choose a colour for the shape.
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**/
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var colours = ["red", "blue", "green", "black", "white"];
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var index = floor(random(0, colours.length));
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return colours[index];
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}
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sound() {
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/**
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* Play a sound after a collision is detected.
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**/
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var notes = ["G2", "C3", "G3"];
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var duration = 0.8;
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var time = 0;
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var velocity = 0.5;
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var index = floor(random(0, notes.length));
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this.synth.play(notes[index], velocity, time, duration);
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}
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move() {
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/**
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* Move the shape around the canvas.
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**/
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// this.x = this.x + this.xSpeed * this.xDirection;
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// this.y = this.y + this.ySpeed * this.yDirection;
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// if (this.x > width - this.w || this.x < this.w) {
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// this.xDirection *= -1;
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// }
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// if (this.y > height - this.h || this.y < this.h) {
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// this.yDirection *= -1;
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// }
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// TODO: make the polygon move ...
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// for each vector in this.points, add/subtract/etc.
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for (var i = 0; i < this.points.length; i++) {
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this.points[i].x = this.points[i].x + this.xSpeed * this.xDirection;
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this.points[i].y = this.points[i].y + this.ySpeed * this.yDirection;
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if (this.points[i].x > width || this.points[i].x <= 0) {
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this.xDirection *= -1;
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console.log('this is the max width: ', width);
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}
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if (this.points[i].y > height || this.points[i].y <= 0) {
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this.yDirection *= -1;
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console.log('this is the max height: ', height);
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}
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}
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}
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display() {
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/**
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* Show the shape on the canvas.
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**/
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// TODO: use getSoundInfo function to influence how shape is drawn
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fill(this.colour);
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this.createShape();
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}
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calculatePoints() {
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/* Calculate the points of the shape */
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for (var i = 0; i < numberOfEdges; i++) {
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var pointX = cos(angle * i) * radius + random(-77, 77);
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var pointY = sin(angle * i) * radius + random(-77, 77);
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var vector = createVector(pointX, pointY);
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this.points.push(vector);
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}
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}
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/*function for drawing the shape on the screen*/
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createShape() {
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beginShape();
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var lastItem = this.points.length - 1;
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curveVertex(this.points[lastItem].x, this.points[lastItem].y);
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for (var i = 0; i < this.points.length; i++) {
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curveVertex(this.points[i].x, this.points[i].y);
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}
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var firstItem = 0;
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curveVertex(this.points[firstItem].x, this.points[firstItem].y);
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endShape(CLOSE);
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}
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}
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function setup() {
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/**
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* The p5.js initial setup function.
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**/
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createCanvas(windowWidth, windowHeight);
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frameRate(frameRate);
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setupRecording();
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centerX = windowWidth / 2;
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centerY = windowHeight / 2;
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numberOfEdges = 5;
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angle = radians(180 / numberOfEdges);
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radius = random(30, 50);
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}
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function draw() {
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/**
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* The p5.js draw loop.
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**/
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background("#69D2E7");
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translate(centerX, centerX);
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blendMode(BLEND);
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smooth();
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noStroke();
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if (newSoundJustRecorded === true) {
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shapes.push(new GeneratedShape());
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newSoundJustRecorded = false;
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}
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for (var shape of shapes) {
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shape.move();
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shape.display();
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if (shape.collide(shapes) === true) {
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shape.sound();
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}
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}
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}
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