I've been trying to do the same things shadertoy does for passing audio frequency/waveform into the shader with three.js.
https://www.shadertoy.com/view/Xds3Rr
In this example it seems that IQ is putting frequency/waveform audio data into an image and then sampling that as a texture in the shader. How would I create that audio texture in Javascript?
To be clear I don't need help loading the texture uniform into the shader. I just don't know how to create the audio texture from an audio file.
var texture = new THREE.Texture();
shader.uniforms = {
iChannel0: { type: 't', value: texture }
};
I'm guessing I'll need to somehow put audio data into the texture I just don't know how to do that.
You can get audio data from the Web Audio API be creating an analyser node
const audioContext = new window.AudioContext();
const analyser = audioContext.createAnalyser();
Then create a buffer to receive teh data
const numSamples = analyser.frequencyBinCount;
const audioData = new Uint8Array(numSamples);
Then in your render loop get the data and put it in a texture
analyser.getByteFrequencyData(audioData);
...
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, numSamples, 1, 0,
gl.LUMINANCE, gl.UNSIGNED_BYTE, audioData);
or in three.js use a DataTexture
That's the short version. The longer version is audio needs to be on the same domain or you'll run into CORS issues. To get data for an audio stream like an <audio>
tag's you'd call
const source = audioContext.createMediaElementSource(audio);
That doesn't work in mobile Chrome nor mobile Safari at the moment and there are bugs in Safari.
Here's a working sample
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