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Hold The Line - Music Visualiser

Music Visualisation for Hold The Line - Toto.

A collection of captivating and immersive environment that beautifully showcases the integration of 3D elements, color palettes, animations, and audio for a unique Music Visualizer. Made by a group of amazing students.

Contributors

Name Student Number Class Group
Sarah Barron C21415904 TU856-2
Adrian Thomas Capacite C21348423 TU856-2
Jennifer Kearns C21383126 TU856-2
Altahier Saleh C21415952 TU856-2

Description of the assignment

Music: Toto - Hold The Line (Official Video) - https://www.youtube.com/watch?v=htgr3pvBr-I

Toto - Hold The Line (Official Video)

Video: Hold The Line - Music Visuals - https://youtu.be/NNKwDdRHHi4

Hold The Line - Music Visuals

Adrian's Visuals

Adrian's visuals present a dynamic and engaging Music Visualizer scene featuring a horse called Pony Hopps, a rainbow stage, and a starry background of superellipses.

Pony Hopps is a 3D object imported into the scene, illuminated with purple/red lights. The horse dynamically moves and hops in sync with the music while the camera perspective shifts around it. The character was inspired by Maxwell the Cat, who spins happily to a cheerful song.

The stage is a visually reactive disk composed of rainbow-colored arcs, which respond to the music by changing their length and color, creating a vibrant and mesmerizing experience.

The background consists of a grid of superellipses that adapt their size and color according to the music, enhancing the scene's atmosphere and complementing Pony Hopps and the stage.

Global Visuals

Global Visuals contains visuals that are shared between the group members. It contains a Waveform Frame which displays the audio samples as a waveform line extending from each corner of the screen towards the center.

Press Start Visuals

Press Start is presented at first when the program is run. It is a simple visual that displays the text "Press Start" in the center of the screen. When the user clicks on it or the space bar, it fades out then the music and visuals start.

Sarah's Visuals

Visual 1: A rotating spiral of colour-changing ellipses that get smaller as they get closer to the centre of the screen. The radius of each ellipse expands and contracts based on amplitude.

Visual 2: Looks like a rotating throwing star. Spiral pattern is drawn using lines that emanate from the centre of the screen. The amplitude of the music affects the radius of the spiral.

Visual 3: Two circular waveforms: one is an expanding and contracting circular pattern in the centre of the screen, and the other is a series of lines that move from points on a radius outwards. They respond to the amplitude and frequency of the music. This visual also features waveforms on the edges of the screen.

Visual 4: The visual from the Circles class is composed of 5 circles and a sphere. The radii of the circles change according to the amplitude of the music. The circles all rotate in unison and are encompassed by a sphere that bounces to the music.

Visual 5: The final visual consists of a standard waveform at the front of the screen with metaballs in the back. The metaballs are moving around the screen and globbing together in a random pattern but they are expanding and contracting with the music.

Jennifer's Visuals

Jennifer’s visuals features 3D speakers, hexagons, a clock and a 3D cube of stars that all react to the music. The class JenniferVisuals extends VScene and contains classes for the different visuals.

The speakers are 3D models of speakers that change colour and size based on the music.

The size of the hexagons increase and decrease based on the music. There are waveforms in the background going from the corners to the centre.

The clock is created where the radius outer circle is determined using the amplitude of the song and the seconds hand ticks in time to the song. The clock is on a background of colourful circles of random sizes.

The cube of stars is an animated 3D space filled with stars that rotate and change colour based on Perlin noise and the average amplitude of the audio input. There are waveforms in the background going from the corners to the centre.

Altahier's Visuals

Aj’s visuals presents classes containing different visuals. The program creates a rainbow spiral and an expanding circle that reacts to music.

The rainbow spiral has a size, spacing and speed that can be adjusted, and is mapped to the amplitude of the music to create a dynamic visual effect. The expanding circle also reacts to the music, with its size being mapped to the amplitude of the music.

The background of the program is set to black, creating a contrast that allows the rainbow spiral and the expanding circle to stand out. The code also imports various libraries and sets up an audio buffer to process the music.

Instructions

Repo Instructions

  • Fork this repository and use it a starter project for your assignment
  • Create a new package named your student number and put all your code in this package.
  • You should start by creating a subclass of ie.tudublin.Visual
  • There is an example visualiser called MyVisual in the example package
  • Check out the WaveForm and AudioBandsVisual for examples of how to call the Processing functions from other classes that are not subclasses of PApplet

Running the Visualiser

  1. Follow repo instructions above.

  2. If you are using the Java debugger in VSCode, you can run the code from the debugger.

  3. If you do not have the debugger set up, you can run the .sh script files

  • ./java/compile.sh will compile your code
  • ./java/run.sh will run the code

How it works

The Visual Framework - ie.tudublin.Visual

The ie.tudublin.visual package is a collection of classes designed to create and manage a Music Visualizer application.

  1. Visual.java: This abstract class serves as the main framework for a Music Visualizer. It extends the PApplet class from the Processing library and encapsulates several audio and analysis classes, including Minim, AudioInput, AudioPlayer, FFT, BeatDetect, and AudioAnalysis. The class contains fields like bufferSize, sampleRate, lyrics, and various audio objects. The constructor takes in parameters for the buffer size, sample rate, and lerp amount. The buffer size must be a power of 2. The class also contains several abstract methods like settings(), setup(), and draw() to be implemented by subclasses. Additional methods provided in this class include audio-related methods like beginAudio(), pausePlay(), and seek() as well as lyric- related methods like loadLyrics() and getLyrics(). The class also provides helper methods for translating the origin to the center of the screen and converting between time formats.

  2. AudioAnalysis.java: This class is responsible for managing audio analysis and implements the AudioListener interface. It processes samples to provide values such as amplitude, waveform, bands, spectrum, and their lerped counterparts, such as lerpedAmplitude, lerpedWaveform, etc. It includes handling FFT (Fast Fourier Transform) and BeatDetect objects and provides methods to analyze and process audio data, allowing for the generation of visualization based on the audio input.

  3. EaseFunction.java: This interface represents an easing function that can be applied to animations or transitions within the visualizer. It provides lambda functions for smooth and visually appealing interpolation of values over time.

  4. VAnimation.java: This class manages animations and transitions within the visualizer. It provides methods to define and control animations, including timing and easing functions, allowing for a dynamic visual experience based on the audio input.

  5. VObject.java: This abstract class represents a visual object in the visualizer scene, including position, rotation, scale, and effect. It provides overridable functions for render() and render(elapsed) to manage the object's characteristics. Subclasses can override these methods to create custom visual objects for the visualizer.

  6. VScene.java: This class inherits from VObject and manages the overall visual presentation of the Music Visualizer. It is intended to contain a student's visuals in a dedicated time space within the visuals. It provides methods to manage and render scenes, including adding VObjects and handling transitions between different parts of the visualization.

Class/Asset Source
AudioAnalysis.java Adrian
EaseFunction.java Adrian
VAnimation.java Adrian
Visual.java Modified by Adrian from Starter Code
VObject.java Adrian
VScene.java Adrian

Putting it all together - HoldTheLine.java

A class HoldTheLine.java is created to extend the Visual.java class. This class is responsible for creating the visualizer by managing each of the visual scenes created by the students.

Finally we have the Main.java which starts the HoldTheLine.java PApplet sketch.

Class/Asset Source
HoldTheLine.java Team
Main.java Starter Code

Adrian's Visuals - AdriansVisuals.java

Adrian's visuals features a Horse named Pony Hopps on a rainbow stage and a starry background of superelpises.

AdriansVisuals.java is a class that extends VScene and provides a custom visual scene for the Music Visualizer application. The class is part of the c21348423 package and includes various visual components like VObject, custom animations, and color palettes.

In this class, different visual components such as Circle, HappyHorse, SquigglyArcs, and SuperStars are created, which extend VObject for customized rendering. It also utilizes the EaseFunction and VAnimation from the ie.tudublin.visual package to create smooth animations and transitions within the visualizer. The Circle, HappyHorse The constructor of AdriansVisualinitializes the visual components and sets the scene animations. The render(int elapsed) method is responsible for rendering the visual elements in this custom scene based on the elapsed time and audio input.

The render(int elapsed) method is responsible for rendering the visual elements in this custom scene based on the elapsed time and audio input. The Circle, HappyHorse, SquigglyArcs, and SuperStars classes are inner classes in AdriansVisuals, which render unique visuals within the scene. These classes override the render() function in their parent VObject class to create custom visualizations.

Class/Asset Source
AdriansVisuals.java Adrian
Horse.obj Modified by Adrian from Horse 3D Model

Global Visuals - GlobalVisuals.java

Global Visual features four waveform lines drawn from each corner of the screen to the center. The line displays the amplitude of each sample in the waveform array.

The WaveformFrame draws four waveform lines that extend from each corner of the screen to the center. The amplitude of each sample in the array is used to determine the offset of each line segment. The WaveformFrame also contains a VAnimation object that defines the transitions in time that result in the visual effects.

Class/Asset Source
GlobalVisuals.java Adrian

Press Start Visuals - PressStart.java

PressStart.java is a class that extends VSceVune, offering a custom initial screen for the Music Visualizer program. This class is part of the global package and employs 3d text, custom spotlights, and interactive functionalities.

In this class, the key elements are a 3D text called "Press Start" and multiple spotlights that illuminate the text. The PressStart constructor initializes these components by loading the 3D text model and adjusting its appearance. It also sets up the stage for user interactivity by handling mouse-over and click events.

The render() method, responsible for drawing the scene, sets the background color and configures the spotlights to add depth to the 3D text. It then checks if the mouse is hovering over the text area, enlarges the text accordingly, and starts the visualizer when clicked. The render() method also manages visual transitions when moving from the initial screen to the visualizer scene.

Class/Asset Source
PressStart.java Adrian

Sarah's Visuals - SarahVisuals.java

In the Spiral1 class, an ellipse is drawn with gradually decreasing size while rotating around the centre of the screen. The colour of each ellipse changes according to its position in the buffer. The amplitude of the music affects the size of the ellipse. The ellipses are drawn with their centres at (cx, cy) but are not necessarily centred on the screen. The position of the ellipses changes as the theta angle is incremented and the rotate() and scale() functions are called.

In the Spiral2 class, generates a visual representation of a spiral composed of a series of lines. The colour of each line is determined by mapping the position in the audio buffer between 240 and 360. This value is used for the hue, saturation and brightness, creating the vortex-like effect at the centre of the spiral. The angle of each point is calculated using the value of i and a constant value, TWO_PI/3, which represents the angle between each segment of the spiral. The cx and cy variables are updated with the current x and y values, to draw a line from the last point to the current point, creating the effect of a triangle spinning. The radius of the spiral is incremented for each point using the value of the amplitude of the audio input, which causes the shape to expand and contract with the music.

In the SoundWaves class, the outer circular waveform is plotted point by point. The position in the audio. The angle at which each point should be plotted is obtained by mapping the position in the audio buffer onto TWO_PI, and the radius of the circle at each point is also based on the position in the audio buffer. The inner waveform is created by drawing lines around a circumference. The starting points of each line are plotted on the circle and the endpoints of each line expand and contract with the frequency at each position in the audio buffer.

In the Circles class, 5 circles are drawn. Their radii are based on frequency bands. They all rotate together. The sphere rotates on the x, y, and z axes, and the radius of the sphere is tied to the lerped Amplitude.

In the metaballs classThe screen is populated with 20 blobs using an array of Blob objects. Blob is a nested class in metaballs. Every four pixels are coloured to allow the processor to handle the graphics. The colour of the pixel is determined by a modulo calculation of the sum of the radii of the Blob objects divided by the distance from the pixel to each Blob object. The use of the modulo operator creates the recursive blob effect. The amplitude is used to modulate the size of the metaballs. The update() method keeps each Blob moving on the screen and prevents them from moving off the screen.

Class/Asset Source
SarahVisuals.java Sarah

Jennifer's Visuals - JenniferVisuals.java

'JenniferVisuals' is a Java class file that contains a program for generating audiovisual effects. It imports various classes from the processing, ddf.minim, and global packages, as well as custom classes such as AudioAnalysis, Clock, Dots, Hex, Speaker, Stars, VObject, and VScene.

The main method in this class is the 'render' method, which takes an integer value representing the amount of time elapsed and generates audiovisual effects accordingly. The 'render' method first checks the elapsed time and then the 'render' methods of several other classes (Speaker, Clock, Dots, Stars, WaveForm, Hex, and GlobalVisual) based on the current elapsed time in the song. This method is called once per frame, so it is constantly updating the visual display based on the progress of the song.

The 'Stars,' 'Dots,' 'WaveForm', 'Hex' and 'Clock' classes are all custom classes that extend the VObject class and implement their own 'render' methods to generate specific audiovisual effects. The 'Clock' class also takes an additional argument, 'elapsed,' to keep track of the time elapsed.

The JenniferVisuals class also contains some additional fields and variables for managing the audio that is being played, such as the 'minim', 'ab', and 'aa' variables. These are used to access and analyse the audio data in real-time so that the visual effects can be synchronised with the audio.

Class/Asset Source
JenniferVisuals.java Jennifer
estrellica.obj From Star 3D Model

Altahier's Visuals - AJVisual.java

...

Class/Asset Source
AJVisual.java Altahier

What I am most proud of in the assignment

Sarah Barron

I am most proud of my use of mathematics to create spiralling effects in my visuals. I watched a number of videos about the maths behind spirals and I applied it, removing and adding values to get a better understanding of how it works. I’m also very proud of the metaballs visual. It was a learning process, and I hope to apply the knowledge I gained from doing this visual in future projects.

Adrian Thomas Capacite

I am most proud of the Visual PApplet framework that I have created for this assignment. As well as that the demos that demonstrate the use of the framework.

I set up the PApplet framework ie.tudublin.visual to make the process of creating the visuals and scenes easier. I also set up two demos to demonstrate the use of the framework such as one for demoing the AudioAnalysis and the other for demoing the VAnimation and VObject classes.

I also created Pony Hopps The Happy Horse along with the other visuals in the scene. The other visuals are the Squiggly Arcs and the Super Stars.

I am most proud of the PApplet framework that I have created for the team to use. It allowed us to collaborate and easily create the visuals for the music visualizer. This resulted in a visual that was able to flow and transition between the different scenes.

What I have learned from this assignment are the different methods of creating generative art with maths and code. An example of this is the Super Starts which are created with superelipses.

Jennifer Kearns

I am most proud of the 3D rotating cube of stars that I made for this assignment. I got to learn how to create 3D visuals and how to move and rotate them. I also learned how to load objects from another file and how to create, scale and colour them, and how to move and rotate them in reaction to the music. I was very happy with how it turned out in the end.

Altahier Saleh

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