cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External CSS

These stylesheets will be added in this order and before the code you write in the CSS editor. You can also add another Pen here, and it will pull the CSS from it. Try typing "font" or "ribbon" below.

Quick-add: + add another resource

Add External JavaScript

These scripts will run in this order and before the code in the JavaScript editor. You can also link to another Pen here, and it will run the JavaScript from it. Also try typing the name of any popular library.

Quick-add: + add another resource

Code Indentation

     

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

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

<div id="screen">
  <canvas></canvas>
</div>
            
          
!
            
              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;
  justify-content:space-around;
  h1 {
    display:block; padding:5px 15px;
    border: 3px solid #343436; border-radius: 3px;
    background-color:#343436;
    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)";
    ctx.fill();
    ctx.stroke();
  }

}


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

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

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

// 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);
    createAnalyserNode(audioSource);
    draw();
}

function adjustFreqData(shapeNo) {
  analyserNode.getByteFrequencyData(frequencyData);
  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
    newFreqs.push(newValue);

    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 })
  .then(gotStream);


function draw() {
  requestAnimationFrame(draw);
  hex();
}

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);
  ctx.closePath();
}

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


            
          
!
999px
Loading ..................

Console