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Minor adjustments to documentation and minor adjust to SpectrogramFla…
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…tView (AudioKit#86)

* Added AudioKitUI.docc with a markdown so Documentation can easily be built for iOS.

* Minor adjustments to documentation

* Fixed title in main docc article so it shows directly on home page of AudioKitUI

* Added links to other UI related frameworks of AudioKit

* Fixed amplitude. It was not sensitive enough, showing full amplitude at half the intensity.

* Cleanup of commented .borders

* First quadrant flipping only once in the body

* Trailing white space
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mahal authored Apr 20, 2024
1 parent 3559d8b commit 83bacdb
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16 changes: 9 additions & 7 deletions README.md
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Expand Up @@ -32,10 +32,12 @@ Just like AudioKit, the example project for AudioKitUI is the [AudioKit Cookbook

## More!

Because some user interfaces are quite complex, and don't really have AudioKit as a dependency, we will be putting them in other repositories under the AudioKit umbrella.

### Piano Roll

[https://github.com/AudioKit/PianoRoll](https://github.com/AudioKit/PianoRoll)

<img src="https://raw.githubusercontent.com/AudioKit/PianoRoll/main/Sources/PianoRoll/PianoRoll.docc/Resources/screenshot.png" alt="piano roll screenshot" style="width:75%;">
Because some user interfaces are quite complex, and don't really have AudioKit as a dependency, they are in other repositories under the AudioKit umbrella:

* Controls: SwiftUI Knobs, Sliders, X-Y Pads, and more [github.com/AudioKit/Controls](https://github.com/AudioKit/Controls)
* Flow: Generic node graph editor [github.com/AudioKit/Flow](https://github.com/AudioKit/Flow)
* Keyboard: SwiftUI music keyboard [github.com/AudioKit/Keyboard](https://github.com/AudioKit/Keyboard)
* Piano Roll: Touch oriented piano roll [github.com/AudioKit/PianoRoll](https://github.com/AudioKit/PianoRoll)
* PianoRollEditor: Logic Pro like piano roll editor [github.com/AudioKit/PianoRollEditor](https://github.com/AudioKit/PianoRollEditor)
* MIDITrackView: View representing a MIDI Track [github.com/AudioKit/MIDITrackView](https://github.com/AudioKit/MIDITrackView)
* Waveform: GPU accelerated waveform view [github.com/AudioKit/Waveform](https://github.com/AudioKit/Waveform)
31 changes: 31 additions & 0 deletions Sources/AudioKitUI/AudioKitUI.docc/AudioKitUI.md
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@@ -0,0 +1,31 @@
# ``AudioKitUI``

@Metadata {
@TitleHeading("AudioKit User Interfaces")
}

Waveform plots and controls that can be used to jump start your AudioKit-powered app.

## Requirements

We use SwiftUI so you need to target iOS 13+ and macOS 10.15+.

## Installation via Swift Package Manager

To add AudioKitUI to your Xcode project, select File -> Swift Packages -> Add Package Dependency. Enter `https://github.com/AudioKit/AudioKitUI` for the URL.

## Examples

Just like AudioKit, the example project for AudioKitUI is the [AudioKit Cookbook](https://github.com/AudioKit/Cookbook/).

## More

Because some user interfaces are quite complex, and don't really have AudioKit as a dependency, they are in other repositories under the AudioKit umbrella.

- term Controls: SwiftUI Knobs, Sliders, X-Y Pads, and more [github.com/AudioKit/Controls](https://github.com/AudioKit/Controls)
- term Flow: Generic node graph editor [github.com/AudioKit/Flow](https://github.com/AudioKit/Flow)
- term Keyboard: SwiftUI music keyboard [github.com/AudioKit/Keyboard](https://github.com/AudioKit/Keyboard)
- term Piano Roll: Touch oriented piano roll [github.com/AudioKit/PianoRoll](https://github.com/AudioKit/PianoRoll)
- term PianoRollEditor: Logic Pro like piano roll editor [github.com/AudioKit/PianoRollEditor](https://github.com/AudioKit/PianoRollEditor)
- term MIDITrackView: View representing a MIDI Track [github.com/AudioKit/MIDITrackView](https://github.com/AudioKit/MIDITrackView)
- term Waveform: GPU accelerated waveform view [github.com/AudioKit/Waveform](https://github.com/AudioKit/Waveform)
1 change: 1 addition & 0 deletions Sources/AudioKitUI/Controls/ADSRView.swift
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Expand Up @@ -7,6 +7,7 @@ import AVFoundation
import UIKit

/// A click and draggable view of an ADSR Envelope (Atttack, Decay, Sustain, Release)
///
/// All values are normalised 0->1, so scale them how you would like in your callback

@IBDesignable public class ADSRView: UIView {
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7 changes: 3 additions & 4 deletions Sources/AudioKitUI/Helpers/MorphableShape.swift
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Expand Up @@ -31,17 +31,16 @@ struct MorphableShape: Shape {
}
}

// MARK: Path extension

/// Return points at a given offset and create AnimatableVector for control points
extension Path {
// return point at the curve
/// return point at the curve
func point(at offset: CGFloat) -> CGPoint {
let limitedOffset = min(max(offset, 0), 1)
guard limitedOffset > 0 else { return cgPath.currentPoint }
return trimmedPath(from: 0, to: limitedOffset).cgPath.currentPoint
}

// return control points along the path
/// return control points along the path
func controlPoints(count: Int) -> AnimatableVector {
var retPoints = [Double]()
for index in 0 ..< count {
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Expand Up @@ -120,14 +120,11 @@ public struct SpectrogramFlatView: View {
}
HStack(spacing: 0.0) {
ForEach(spectrogram.slices.items) { slice in
// flip it as the slice was drawn in the first quadrant
slice.scaleEffect(x: 1, y: -1)
// .border(.green, width: 2.0)
slice
}
// flip it so the new slices come in right and move to the left
.scaleEffect(x: -1, y: 1)
}
// .border(.red, width: 5.0)
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .trailing)
}.onAppear {
spectrogram.sliceSize = calcSliceSize(fromFrameSize: geometry.size)
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Expand Up @@ -20,7 +20,7 @@ struct SpectrogramFFTMetaData {
// New data comes roughly 5.5 times per second, each 186ms.
// Choose a higher value when you want to analyze low frequencies,
// choose a lower value when you want fast response and high frame rate on display.
let fftSize = 2048
let fftSize: UInt32 = 2048

// Lowest and highest frequencies shown.
// We use 48Hz, which is a bit lower than G1. A1 would be 440Hz/8 = 55Hz.
Expand Down Expand Up @@ -137,7 +137,7 @@ class SpectrogramFlatModel: ObservableObject {
// main thread and user while doing the work
if node !== self.node {
self.node = node
nodeTap = FFTTap(node, bufferSize: UInt32(nodeMetaData.fftSize * 2), callbackQueue: .global()) { fftData in
nodeTap = FFTTap(node, bufferSize: nodeMetaData.fftSize * 2, callbackQueue: .global()) { fftData in
self.pushData(fftData)
}
// normalization would mean that on each slice, the loudest would have
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Expand Up @@ -88,6 +88,8 @@ struct SpectrogramSlice: View, Identifiable {

public var body: some View {
return Image(uiImage: cachedUIImage).resizable()
// flip it as the slice was drawn in the first quadrant
.scaleEffect(x: 1, y: -1)
}

// This code draws in the first quadrant, it's much easier to understand
Expand Down Expand Up @@ -222,7 +224,7 @@ struct SpectrogramSlice: View, Identifiable {
let real = fftFloats[index-1].isNaN ? 0.0 : fftFloats[index-1]
let imaginary = fftFloats[index].isNaN ? 0.0 : fftFloats[index]
let frequencyForBin = fftMetaData.sampleRate * 0.5 * Double(index * 2) / Double(fftFloats.count * 2)
var squared = real * real + imaginary * imaginary
var squared: Float = real * real + imaginary * imaginary

// if the frequency is higher as we need: continue
// we don't filter low frequencies, they are all pushed to the queue
Expand Down Expand Up @@ -257,7 +259,8 @@ struct SpectrogramSlice: View, Identifiable {
maxSquared = 0.0
}
}
let amplitude = Double(10 * log10(4 * squared / (Float(fftMetaData.fftSize) * Float(fftMetaData.fftSize))))
let fftBins = CGFloat(fftMetaData.fftSize)
let amplitude = Double(10 * log10(4 * CGFloat(squared) / fftBins * fftBins))
points.append(CGPoint(x: frequencyChosen, y: amplitude))
}
return points
Expand Down Expand Up @@ -285,7 +288,7 @@ struct SpectrogramSlice_Previews: PreviewProvider {
CGPoint(x: 8800, y: -40),
CGPoint(x: 8000, y: -10)],
fftMetaData: SpectrogramFFTMetaData()
).scaleEffect(x: 1, y: -1)
)
}
}

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Expand Up @@ -5,11 +5,15 @@
import Foundation
import UIKit

/// usage You can use it to get an intermediate color between two or more colors:
/// let color = [.green, .yellow, .red].intermediate(0.7)
/// inspired by
/// https://stackoverflow.com/questions/15032562/ios-find-color-at-point-between-two-colors/59996029#59996029
/// Get an intermediate color between two or more colors
///
/// Example: `let color = [.green, .yellow, .red].intermediate(0.7)`
///
/// inspired by [stackoverflow 15032562 answer Nikaaner](https://stackoverflow.com/questions/15032562/ios-find-color-at-point-between-two-colors/59996029#59996029)
extension Array where Element: UIColor {
/// Get an intermediate color between two or more colors
///
/// Example: `let color = [.green, .yellow, .red].intermediate(0.7)`
public func intermediate(_ percentage: CGFloat) -> UIColor {
let percentage = Swift.max(Swift.min(percentage, 1), 0)
switch percentage {
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