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HTML

              
                <audio controls id="soundElement"></audio>
<br>
<label for="audioInput" id="audioInputLabel">Load a sound file from your computer. </label>
<input type="file" id="audioInput"/>
<p id="loadInput" onclick="loadAudio();">Or try some default creepy music.</p>
  
              
            
!

CSS

              
                html, body {
  overflow: hidden;
}

canvas {
  display: block;
  position: absolute;
  top: 0;
  left: 0;
  border: none;
  margin: 0;
  z-index: -1;
}

#audioInputLabel:hover {
  cursor: pointer;
  color: #aaa;
}

#audioInputLabel {
  font-family: Tahoma, Geneva, sans-serif;
  font-size: 15px;
  color: #fff;
  padding-left: 20px;
  text-decoration: underline;
}

#audioInput {
	width: 0.1px;
	height: 0.1px;
	opacity: 0;
	overflow: hidden;
	position: absolute;
	z-index: -1;
}
#loadInput {
  font-family: Tahoma, Geneva, sans-serif;
  font-size: 15px;
  color: #fff;
  padding-left: 20px;
  text-decoration: underline;
}
#loadInput:hover {
  cursor: pointer;
  color: #aaa;
}





              
            
!

JS

              
                //Code for WebAudioAPI.
let context = new (window.AudioContext || window.webkitAudioContext)();
let analyser = context.createAnalyser();
let soundDataArray;
const MAX_SOUND_VALUE = 256;

audioInput.onchange = function() {
  let sound = document.getElementById("soundElement");
  let reader = new FileReader();
  reader.onload = function(e) {
    sound.src = this.result;
    sound.controls = true;
    sound.play();
  };
  reader.readAsDataURL(this.files[0]);
  createAudioObjects();
};

function loadAudio() {
  var media = ["https://s3-us-west-2.amazonaws.com/s.cdpn.io/9473/ivan-ibarra_-_cultos-personales.ogg"]; //stolen from another pen. I have no idea how to host music files online or access them appropriately. //I spent a couple of hours trying different things to no avail. 
  let sound = document.getElementById("soundElement");
  sound.crossOrigin = 'anonymous';
  sound.src = media[0];
  sound.controls = true;
  sound.play();
  createAudioObjects();
}

//Connects the audio source to the analyser and creating a suitably sized array to hold the frequency data.
function createAudioObjects() {
  source = context.createMediaElementSource(document.getElementById("soundElement"));
  source.connect(analyser);
  analyser.connect(context.destination);
  analyser.fftSize = 1024; //128, 256, 512, 1024 and 2048 are valid values.
  let bufferLength = analyser.frequencyBinCount;
  soundDataArray = new Uint8Array(bufferLength);
}

//Returns the average of a small sample of the array. Index declares which sample you want, ideal for iteration.
function getSampleOfSoundData(index, noSampleSections, soundDataArray){
  let sampleSize = Math.floor((soundDataArray.length/2) / noSampleSections); 
  
  let minBound = index * sampleSize; 
  let maxBound = (index + 1) * sampleSize;
  let sum = 0;
  
  for (let i = minBound; i < maxBound; i++){
    sum += soundDataArray[i];
  }
  let average = sum / sampleSize;
  
  return average / MAX_SOUND_VALUE;
}

let cVars = {
  numberOfCurves: 20,
  peakXScale: 0.5,
  length: 250,
  reachHeightScale: 0.0,
  maxHeight: 300,
  leftReachScale: 1.5,
  rightReachScale: 1.5,
  xOffset: 0,
  yOffset: 120,
  TEMP: 1,
  brightness: 35,
  saturation: 100,
}

let gui = new dat.GUI();
let curveFolder = gui.addFolder('Curves');
let colorFolder = gui.addFolder('Colors');
colorFolder.add(cVars,'brightness',0,100).name("Brightness");
colorFolder.add(cVars,'saturation',0,100).name("Saturation");

//Add the parameters into the folder.
let numSamplesController = curveFolder.add(cVars,'numberOfCurves',1,30).name("No. Curves"); 
numSamplesController.onChange(function(val) {
  createCurves();
});

curveFolder.add(cVars,'length',0,500).name("Curve Length");
curveFolder.add(cVars,'peakXScale',0.25,0.75).name("Peak X Scale");
curveFolder.add(cVars,'reachHeightScale',0,1).name("Reach Height");
curveFolder.add(cVars,'leftReachScale',0.5,1.6).name("Left Reach");
curveFolder.add(cVars,'rightReachScale',0.5,1.6).name("Right Reach");
curveFolder.add(cVars,'maxHeight',0,500).name("maxHeight");
curveFolder.add(cVars,'xOffset',-500,500).name("X Offset");
curveFolder.add(cVars,'yOffset',-500,500).name("Y Offset");
//curveFolder.add(cVars,'TEMP',1,3).name("TEMP");

//curveFolder.open();

let curveCollection = [];

function Curve(){
  this.points = [];
  this.id = 0;
  this.hue = 0;
  
  this.updatePoints = function(){
    let soundLevel = 0.5;
    if((soundDataArray === undefined) == false){
      soundLevel = getSampleOfSoundData(this.id, cVars.numberOfCurves, soundDataArray);
    }
    
    let curveLength = cVars.length * 2;
    let xCenter = windowWidth / 2 + cVars.xOffset;
    let yCenter = windowHeight / 2 + cVars.yOffset;

    //The left and right base points (where the curve starts and ends) are made relative to the center of the screen.
    let leftBase = createVector(xCenter - cVars.length, yCenter); 
    let rightBase = createVector(xCenter + cVars.length, yCenter);

    //The maximum turning point of the curve.
    //this.id
    //let relativeMaxPointX = (curveLength/2*cVars.maxPointX*2);
    let relativeMaxPointX = curveLength*cVars.peakXScale*(this.id+1)/cVars.numberOfCurves*(1+(cVars.numberOfCurves-1)/(cVars.numberOfCurves+1)); 
    //curveLength*(this.id/cVars.numberOfCurves)*cVars.peakXScale*2;
    let maxPoint = createVector(leftBase.x + relativeMaxPointX, yCenter - cVars.maxHeight*soundLevel)

    //The left and right reaches determine the figure of the curve, is it thick or thin? 
    //These points should be made relative to the maxPoint and a scale value as well.
    let leftReach = createVector(
      leftBase.x + relativeMaxPointX * cVars.leftReachScale/2, 
      yCenter - cVars.maxHeight*cVars.reachHeightScale/2
      //yCenter - cVars.maxHeight*cVars.reachHeightScale/2 * (1+cVars.leftReachScale) //perhaps a function here to make this always smooth?
    );

    let rightReach = createVector(
      rightBase.x - (curveLength-relativeMaxPointX) * cVars.rightReachScale/2, 
      yCenter - cVars.maxHeight*cVars.reachHeightScale/2 //perhaps a function here to make this always smooth?
    );

    this.points = [];
    this.points.push(leftBase);
    this.points.push(leftBase);
    this.points.push(leftReach);
    this.points.push(maxPoint);
    this.points.push(rightReach);
    this.points.push(rightBase);
    this.points.push(rightBase);
  }
  
  this.display = function(){
    fill(this.hue,cVars.saturation,cVars.brightness,1);
    beginShape();
    for (let i = 0; i < this.points.length; i++){
      curveVertex(this.points[i].x, this.points[i].y);
    }
    endShape();
    //stroke();
  }
}



function createCurves() {
  curveCollection = [];
  for (let i = 0; i < cVars.numberOfCurves; i++){
    curveCollection.push(new Curve());
    curveCollection[i].id = i;
    curveCollection[i].hue = i*360/cVars.numberOfCurves;
  }
}

function setup(){
  createCurves();
  
  createCanvas(windowWidth, windowHeight);
  colorMode(HSB, 360, 100, 100, 1); //default HSB colour  
  //blendMode(ADD);
  fill(0,100,100,1);
  noStroke();
}

function draw(){
  blendMode(DARKEST);
  background(0);
  blendMode(ADD);
  if((soundDataArray === undefined) == false){
    analyser.getByteFrequencyData(soundDataArray);
  }
  
  for (let i = 0; i < cVars.numberOfCurves; i++){
    curveCollection[i].updatePoints();
    curveCollection[i].display();
  }

}
              
            
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999px

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