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https://github.com/godotengine/godot-demo-projects.git
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Make animations smoother in Audio Spectrum demo (#972)
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@@ -12,17 +12,17 @@ config_version=5
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config/name="Audio Spectrum Demo"
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config/name="Audio Spectrum Demo"
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config/description="This is a demo showing how a spectrum analyzer can be built using Godot."
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config/description="This is a demo showing how a spectrum analyzer can be built using Godot."
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config/tags=PackedStringArray("audio", "demo", "official", "visualization")
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run/main_scene="res://show_spectrum.tscn"
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run/main_scene="res://show_spectrum.tscn"
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config/features=PackedStringArray("4.0")
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config/features=PackedStringArray("4.1")
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run/low_processor_mode=true
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run/low_processor_mode=true
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config/icon="res://icon.webp"
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config/icon="res://icon.webp"
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config/tags=PackedStringArray("audio", "demo", "official", "visualization")
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[display]
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[display]
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window/vsync/vsync_mode=0
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window/stretch/mode="canvas_items"
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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window/stretch/aspect="expand"
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window/vsync/vsync_mode=0
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[rendering]
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[rendering]
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@@ -1,24 +1,27 @@
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extends Node2D
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extends Node2D
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const VU_COUNT = 16
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const VU_COUNT = 16
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const FREQ_MAX = 11050.0
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const FREQ_MAX = 11050.0
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const WIDTH = 800
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const WIDTH = 800
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const HEIGHT = 250
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const HEIGHT = 250
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const HEIGHT_SCALE = 8.0
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const MIN_DB = 60
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const MIN_DB = 60
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const ANIMATION_SPEED = 0.1
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var spectrum
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var spectrum
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var min_values = []
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var max_values = []
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func _draw():
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func _draw():
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@warning_ignore("integer_division")
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var w = WIDTH / VU_COUNT
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var w = WIDTH / VU_COUNT
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var prev_hz = 0
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for i in range(VU_COUNT):
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for i in range(1, VU_COUNT + 1):
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var min_height = min_values[i]
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var hz = i * FREQ_MAX / VU_COUNT
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var max_height = max_values[i]
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var magnitude = spectrum.get_magnitude_for_frequency_range(prev_hz, hz).length()
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var height = lerp(min_height, max_height, ANIMATION_SPEED)
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var energy = clampf((MIN_DB + linear_to_db(magnitude)) / MIN_DB, 0, 1)
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var height = energy * HEIGHT
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draw_rect(
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draw_rect(
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Rect2(w * i, HEIGHT - height, w - 2, height),
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Rect2(w * i, HEIGHT - height, w - 2, height),
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Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 0.6)
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Color.from_hsv(float(VU_COUNT * 0.6 + i * 0.5) / VU_COUNT, 0.5, 0.6)
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@@ -44,13 +47,35 @@ func _draw():
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true
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true
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)
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)
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prev_hz = hz
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func _process(_delta):
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func _process(_delta):
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var data = []
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var prev_hz = 0
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for i in range(1, VU_COUNT + 1):
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var hz = i * FREQ_MAX / VU_COUNT
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var magnitude = spectrum.get_magnitude_for_frequency_range(prev_hz, hz).length()
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var energy = clampf((MIN_DB + linear_to_db(magnitude)) / MIN_DB, 0, 1)
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var height = energy * HEIGHT * HEIGHT_SCALE
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data.append(height)
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prev_hz = hz
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for i in range(VU_COUNT):
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if data[i] > max_values[i]:
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max_values[i] = data[i]
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else:
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max_values[i] = lerp(max_values[i], data[i], ANIMATION_SPEED)
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if data[i] <= 0.0:
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min_values[i] = lerp(min_values[i], 0.0, ANIMATION_SPEED)
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# Sound plays back continuously, so the graph needs to be updated every frame.
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# Sound plays back continuously, so the graph needs to be updated every frame.
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queue_redraw()
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queue_redraw()
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func _ready():
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func _ready():
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spectrum = AudioServer.get_bus_effect_instance(0, 0)
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spectrum = AudioServer.get_bus_effect_instance(0, 0)
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min_values.resize(VU_COUNT)
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max_values.resize(VU_COUNT)
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min_values.fill(0.0)
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max_values.fill(0.0)
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