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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

  <h1>Pls allow the mic... then make some noise</h1>

<div id="screen">
              html {background:#efefef; font-family:"Lato", "Lucida Grande","Lucida Sans Unicode", Tahoma, Sans-Serif; letter-spacing:-0.2px;}
body {margin:0px; padding:0px; overflow:hidden;}
header {
  display:flex; padding:5px;
  h1 {
    display:block; padding:5px 15px;
    border: 3px solid #343436; border-radius: 3px;
    text-align:center; text-decoration:none; color:#fff; font-size:1.1em;
    &:hover {background-color:#4d4d50;}
#screen, canvas {width: 100vw; height: 100vh; padding:0px; margin:0px;}
#screen {
  position: relative;
  background: black;

              // this is all the drawing stuff right here
var shapeCount = 16;

function hex() {
  ctx.fillStyle = "#000";
  ctx.fillRect(0,0,canvas.width, canvas.height);

  var frequencies = adjustFreqData(shapeCount);
  var newData = frequencies.newFreqs;
  ctx.globalCompositeOperation = "hard-light";
   ctx.lineWidth = 4;
  for(var i=0;i<newData.length;i++) {
    var d = newData[i];
    // ctx.beginPath();
    drawHex(ctx, (d*1.5)+20, i*(screen.width/shapeCount), i*(screen.height/shapeCount));
    ctx.strokeStyle = "hsla("+(i*10+150)+",60%,80%,1)";
    ctx.fillStyle = "hsla("+(i*10+150)+",60%,80%,0.7)";


// this is all the other stuff to make it work
const audioApi = new window.AudioContext;

// variables
var audioBuffer,
    frequencyData = new Uint8Array(4096);

// create an audio API analyser node and connect to source
function createAnalyserNode(audioSource) {
  analyserNode = audioApi.createAnalyser();
  analyserNode.fftSize = 8192;

// getUserMedia success callback -> pipe audio stream into audio API
function gotStream(stream) {
    // Create an audio input from the stream.
    console.log('got stream');
    var audioSource = audioApi.createMediaStreamSource(stream);

function adjustFreqData(shapeNo) {
  var removed = frequencyData.slice(0,1024);
  var newFreqs = [], lowFreqs, midFreqs, highFreqs, prevRangeStart = 0, prevItemCount = 0;

  // set up the maxPow & thus ratio based on shapeCount
  var maxPow = Math.pow(2,shapeNo/2);
  var ratio = 1024/maxPow;
  // looping - get values for new array based on shapeCount
  for (let j=1; j<shapeNo+1; j++) {
    var itemCount, rangeStart;

    var pow = j/2;

    // use ratio to get itemCount (round)
    itemCount = Math.ceil( ((Math.pow(2, pow))*ratio)/2 );

    rangeStart = prevRangeStart + Math.ceil(prevItemCount/2);
     // get new values
    var newValue = 0, total = 0;
    for (let k=rangeStart; k<rangeStart+itemCount; k++) {
      // add up items and divide by total
      total += frequencyData[k];
      newValue = parseInt(total/itemCount);
    // add to new array

    prevItemCount = itemCount;
    prevRangeStart = rangeStart;

  var oneThird = Math.floor(shapeNo/3);

  function avFreqs(arrPart) {
    var arrPart = arrPart;
    var avValue;
    var totalVal = 0;
    for (let l=0; l<arrPart.length; l++) {
      totalVal += arrPart[l];
    avValue = Math.floor(totalVal/arrPart.length);
    return avValue;

  lowFreqs = avFreqs(newFreqs.slice(0,oneThird));
  midFreqs = avFreqs(newFreqs.slice(oneThird, oneThird*2));
  highFreqs = avFreqs(newFreqs.slice(oneThird*2));
  return {
    newFreqs: newFreqs,
    lowFreqs: lowFreqs,
    midFreqs: midFreqs,
    highFreqs: highFreqs

// pipe in analysing to getUserMedia
navigator.mediaDevices.getUserMedia({ audio: true, video: false })

function draw() {

const screen = {
  width: window.innerWidth,
  height: window.innerHeight,
  centerX: window.innerWidth/2,
  centerY: window.innerHeight/2,
  maxRadius: (window.innerHeight-(window.innerHeight/6))/2,
  minRadius: (window.innerHeight/10)/2
// Converts from degrees to radians.
Math.radians = function(degrees) {
  return degrees * Math.PI / 180;

function drawHex(ctx, sideLength, startX, startY) {

  // maths mother fucker
  const moveX = Math.sin(Math.radians(30))*sideLength;
  const moveY = Math.cos(Math.radians(30))*sideLength;

  // I actually want the origin to be in the centre
  var startX = startX-(sideLength/2);
  var startY = startY-moveY;

  ctx.beginPath(); // instigate
  ctx.moveTo(startX, startY); // start at pos
  ctx.lineTo(startX+sideLength, startY); // go right along top (we're drawing clockwise from top left)

  ctx.lineTo(startX+sideLength+moveX, startY+moveY);
  ctx.lineTo(startX+sideLength, startY+(moveY*2));
  ctx.lineTo(startX, startY+(moveY*2));
  ctx.lineTo(startX-moveX, startY+moveY);
  ctx.lineTo(startX, startY);

 var canvas = document.querySelector('canvas');
    canvas.width = screen.width;
    canvas.height = screen.height;
  var ctx = canvas.getContext('2d');

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