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<audio id="player" crossorigin='anonymous' src='' ></audio>
canvas {
width:100%;
height:100%;
}
// GLOBAL - Stage
var windowWidth, windowHeight;
var WPurl = 'http://space.blendmedia.it/blendmedia_agency/wp-content/themes/voxels'
var context, source;
var analyser;
var frequencyData , scale_value_Low;
var scale_value = 0;
var audioElement = document.getElementById("player");
var song = 'https://s3-us-west-2.amazonaws.com/teddarcuri.monarch/Andrew+Bird+-+Imitosis.mp3'
// create a new scene
var scene = new THREE.Scene();
var frequencyData, audioElement;
// field of view
var fov = 75;
// aspect ratio - use full width of container / height
var aspect = window.innerWidth / window.innerHeight;
// setup the clipping plane
var near = 0.1; // front clipping plane
var far = 1000; // back clipping plane
// create new camera with defined vars from above
var camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
// create a new WebGLRenderer object
var renderer = new THREE.WebGLRenderer();
// set the size of the rending window -- smaller than full
// size will result in lower resolution (ie window.innerWidth / 2
// and window.innerHeight / 2 would result in HALF the resolution)
renderer.setSize( window.innerWidth, window.innerHeight );
// add the renderer to our page. This is the canvas element that the renderer uses
// to display our scene
document.body.appendChild( renderer.domElement );
// setup dimensions of the sphere
var radius = 2;
// moar segments == moar roundedness!
var widthSegments = 100;
var heightSegments = 100;
var geometry = new THREE.CubeGeometry( 3, 3, 3)
// setup material to wrap geometry with
// wireframe line width won't change no matter what value is set
// reason: Due to limitations in the ANGLE (https://code.google.com/p/angleproject/) layer
// on Windows platforms linewidth will always be 1 regardless of the set value.
var material = new THREE.MeshBasicMaterial( { color: 0x2980b9, wireframe: true } );
// the Mesh object takes a geometry and applies a material to it that can be
// inserted into the scene and be moved around
var sphere = new THREE.Mesh( geometry, material );
// add to our scene
scene.add( sphere );
// move the camera from default ( 0, 0, 0 )
// so the camera & sphere don't fall into the same location
camera.position.z = 5;
// create render function. We use requestAnimationFrame instead of setInterval
// because it pauses when the user navigates to another browser tab
function sound() {
audioElement.setAttribute("src", song);
if (typeof AudioContext !== "undefined") {
context = new AudioContext();
} else if (typeof webkitAudioContext !== "undefined") {
context = new webkitAudioContext();
} else {
$(".hideIfNoApi").hide();
$(".showIfNoApi").show();
return;
}
// Create the analyser
analyser = context.createAnalyser();
// analyser.smoothingTimeConstant = 0.9;
analyser.fftSize = 32;
frequencyData = new Uint8Array(analyser.frequencyBinCount);
source = context.createMediaElementSource(audioElement);
audioElement.loop = true;
VolumeGain = context.createGain();
source.connect(VolumeGain);
VolumeGain.gain.value = 1;
var filter = context.createBiquadFilter();
source.connect(filter);
// Create and specify parameters filter.
filter.type = 'highpass'; // type of pass
filter.frequency.value = 1100; // Set cutoff
// Playback the sound.
filter.changeQuality = function(element) {
this.filter.Q.value =1;
};
filter.connect(analyser);
VolumeGain.connect(context.destination);
audioElement.play()
}
sound();
function soundAnalizer() {
if ((sphere)&&(frequencyData)){
analyser.getByteFrequencyData(frequencyData);
if(typeof frequencyData === 'object' && frequencyData.length > 0) {
sphereAnimationRotation = new TimelineMax({repeat:-1 });
sphereAnimationScale = new TimelineMax({repeat:-1 });
high_value = 250 - frequencyData[1] /1.2 ;
//bass_value = 1 + frequencyData[13] /100 ;
/* HERE I NEED TO ANIMATE LIKE 150 polygon child */
sphereAnimationRotation.to(sphere.rotation, high_value, { ease: Linear.easeNone, y:200 , repeat:-1 })
// sphereAnimationScale.set(sphere.scale, {x:bass_value, y:bass_value,z:bass_value })
console.log(scale_value_Low)
}
}
}
function render(){
requestAnimationFrame( render );
if(sphere) {
soundAnalizer()
}
// rotation logic goes here
renderer.render( scene, camera );
}
// call our render function to display the sphere
render();
Also see: Tab Triggers