blog.omine.net

Posts tagged with “audio visualization”


Pixel Bender audio visualization

October 25th, 2009

This simple audio visualization is based on a combination of pixel shader effects (2D lookup table deformation with sine and cosine functions) and BitmapData effects (accumulation effect, additive blending, blur filter).

Instead of running a “real” audio analysis with SoundMixer.computeSpectrum, I just measured the sound’s intensity level with SoundChannel.leftPeak and SoundChannel.rightPeak.

The SWF file was compiled with Flex SDK 3.3 and weighs 3.985 bytes (PBJ data included).

Music: “A” by Turzi.

OpenFrameworks audio visualization

December 26th, 2008


Passion Pit – Sleepyhead from eduardo omine on Vimeo.

After making some tests with Java OpenGL (JOGL) in Eclipse, I decided I should try OpenFrameworks again to delve deeper into OpenGL. The main problem with JOGL is that it’s a “layer” on top of the original OpenGL API; some things are different and often more complex in JOGL (for example the need to pass ByteBuffers instead of arrays).

This audio visualization is a simple exercise with FBOs, VBOs and shaders. An audio-reactive particle system (512 quads) is rendered to a FBO and applied as texture to a cube. This cube is then rendered to a second FBO, which is applied as texture to a second cube. There is a slight blur effect made with GLSL shaders. The stripes result from the way the cube was UV-mapped, an unexpected effect that turned out interesting.

At a 640×480 pixels resolution, framerate varies from 30 to 60 FPS in my computer, equipped with a GeForce 6200 (I need to upgrade my PC).

Happy 2009 to all! :-)