mirror of
https://github.com/captbaritone/webamp.git
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267 lines
7.1 KiB
TypeScript
267 lines
7.1 KiB
TypeScript
export const PIXEL_DENSITY = 2;
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export const NUM_BARS = 20;
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export const BAR_WIDTH = 3 * PIXEL_DENSITY;
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export const BAR_PEAK_DROP_RATE = 0.01;
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export const GRADIENT_COLOR_COUNT = 16;
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export const PEAK_COLOR_INDEX = 23;
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// Pre-render the background grid
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export function preRenderBg(
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width: number,
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height: number,
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bgColor: string,
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fgColor: string,
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windowShade: boolean
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): HTMLCanvasElement {
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// Off-screen canvas for pre-rendering the background
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const bgCanvas = document.createElement("canvas");
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bgCanvas.width = width;
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bgCanvas.height = height;
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const distance = 2 * PIXEL_DENSITY;
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const bgCanvasCtx = bgCanvas.getContext("2d")!;
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bgCanvasCtx.fillStyle = bgColor;
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bgCanvasCtx.fillRect(0, 0, width, height);
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if (!windowShade) {
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bgCanvasCtx.fillStyle = fgColor;
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for (let x = 0; x < width; x += distance) {
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for (let y = PIXEL_DENSITY; y < height; y += distance) {
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bgCanvasCtx.fillRect(x, y, PIXEL_DENSITY, PIXEL_DENSITY);
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}
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}
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}
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return bgCanvas;
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}
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export function preRenderBar(
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height: number,
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colors: string[],
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renderHeight: number
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): HTMLCanvasElement {
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/**
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* The order of the colours is commented in the file: the fist two colours
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* define the background and dots (check it to see what are the dots), the
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* next 16 colours are the analyzer's colours from top to bottom, the next
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* 5 colours are the oscilloscope's ones, from center to top/bottom, the
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* last colour is for the analyzer's peak markers.
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*/
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// Off-screen canvas for pre-rendering a single bar gradient
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const barCanvas = document.createElement("canvas");
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barCanvas.width = BAR_WIDTH;
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barCanvas.height = height;
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const offset = 2; // The first two colors are for the background;
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const gradientColors = colors.slice(offset, offset + GRADIENT_COLOR_COUNT);
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const barCanvasCtx = barCanvas.getContext("2d")!;
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const multiplier = GRADIENT_COLOR_COUNT / renderHeight;
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// In shade mode, the five colors are, from top to bottom:
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// 214, 102, 0 -- 3
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// 222, 165, 24 -- 6
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// 148, 222, 33 -- 9
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// 57, 181, 16 -- 12
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// 24, 132, 8 -- 15
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// TODO: This could probably be improved by iterating backwards
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for (let i = 0; i < renderHeight; i++) {
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const colorIndex = GRADIENT_COLOR_COUNT - 1 - Math.floor(i * multiplier);
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barCanvasCtx.fillStyle = gradientColors[colorIndex];
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const y = height - i * PIXEL_DENSITY;
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barCanvasCtx.fillRect(0, y, BAR_WIDTH, PIXEL_DENSITY);
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}
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return barCanvas;
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}
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// Return the average value in a slice of dataArray
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export function sliceAverage(
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dataArray: Uint8Array,
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sliceWidth: number,
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sliceNumber: number
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) {
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const start = sliceWidth * sliceNumber;
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const end = start + sliceWidth;
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let sum = 0;
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for (let i = start; i < end; i++) {
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sum += dataArray[i];
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}
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return sum / sliceWidth;
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}
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export function octaveBucketsForBufferLength(bufferLength: number): number[] {
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const octaveBuckets = new Array(NUM_BARS).fill(0);
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const minHz = 200;
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const maxHz = 22050;
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const octaveStep = Math.pow(maxHz / minHz, 1 / NUM_BARS);
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octaveBuckets[0] = 0;
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octaveBuckets[1] = minHz;
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for (let i = 2; i < NUM_BARS - 1; i++) {
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octaveBuckets[i] = octaveBuckets[i - 1] * octaveStep;
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}
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octaveBuckets[NUM_BARS - 1] = maxHz;
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for (let i = 0; i < NUM_BARS; i++) {
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const octaveIdx = Math.floor((octaveBuckets[i] / maxHz) * bufferLength);
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octaveBuckets[i] = octaveIdx;
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}
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return octaveBuckets;
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}
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// Rendering Functions
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export function paintOscilloscopeFrame({
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analyser,
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dataArray,
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canvasCtx,
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height,
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width,
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colors,
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renderWidth,
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}: {
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analyser: AnalyserNode;
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dataArray: Uint8Array;
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canvasCtx: CanvasRenderingContext2D;
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height: number;
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width: number;
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colors: string[];
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renderWidth: number;
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}) {
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analyser.getByteTimeDomainData(dataArray);
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canvasCtx.lineWidth = PIXEL_DENSITY;
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// Just use one of the viscolors for now
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canvasCtx.strokeStyle = colors[18];
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// Since dataArray has more values than we have pixels to display, we
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// have to average several dataArray values per pixel. We call these
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// groups slices.
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//
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// We use the 2x scale here since we only want to plot values for
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// "real" pixels.
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const sliceWidth = Math.floor(dataArray.length / width) * PIXEL_DENSITY;
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const h = height;
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canvasCtx.beginPath();
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// Iterate over the width of the canvas in "real" pixels.
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for (let j = 0; j <= renderWidth; j++) {
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const amplitude = sliceAverage(dataArray, sliceWidth, j);
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const percentAmplitude = amplitude / 255; // dataArray gives us bytes
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const y = (1 - percentAmplitude) * h; // flip y
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const x = j * PIXEL_DENSITY;
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// Canvas coordinates are in the middle of the pixel by default.
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// When we want to draw pixel perfect lines, we will need to
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// account for that here
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if (x === 0) {
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canvasCtx.moveTo(x, y);
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} else {
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canvasCtx.lineTo(x, y);
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}
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}
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canvasCtx.stroke();
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}
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export function paintBarFrame({
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analyser,
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dataArray,
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renderHeight,
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octaveBuckets,
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barPeaks,
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barPeakFrames,
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height,
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canvasCtx,
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barCanvas,
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windowShade,
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colors,
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}: {
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analyser: AnalyserNode;
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dataArray: Uint8Array /* MUTABLE */;
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renderHeight: number;
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octaveBuckets: number[];
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barPeaks: number[] /* MUTABLE */;
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barPeakFrames: number[] /* MUTABLE */;
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height: number;
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canvasCtx: CanvasRenderingContext2D;
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barCanvas: HTMLCanvasElement;
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windowShade: boolean;
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colors: string[];
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}) {
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analyser.getByteFrequencyData(dataArray);
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const heightMultiplier = renderHeight / 256;
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const xOffset = BAR_WIDTH + PIXEL_DENSITY; // Bar width, plus a pixel of spacing to the right.
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for (let j = 0; j < NUM_BARS - 1; j++) {
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const start = octaveBuckets[j];
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const end = octaveBuckets[j + 1];
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let amplitude = 0;
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for (let k = start; k < end; k++) {
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amplitude += dataArray[k];
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}
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amplitude /= end - start;
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// The drop rate should probably be normalized to the rendering FPS, for now assume 60 FPS
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let barPeak =
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barPeaks[j] - BAR_PEAK_DROP_RATE * Math.pow(barPeakFrames[j], 2);
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if (barPeak < amplitude) {
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barPeak = amplitude;
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barPeakFrames[j] = 0;
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} else {
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barPeakFrames[j] += 1;
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}
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barPeaks[j] = barPeak;
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printBar({
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x: j * xOffset,
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_height: amplitude * heightMultiplier,
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peakHeight: barPeak * heightMultiplier,
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height,
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canvasCtx,
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barCanvas,
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windowShade,
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colors,
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});
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}
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}
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export function printBar({
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x,
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_height,
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peakHeight,
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height,
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canvasCtx,
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barCanvas,
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windowShade,
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colors,
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}: {
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x: number;
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_height: number;
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peakHeight: number;
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height: number;
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canvasCtx: CanvasRenderingContext2D;
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barCanvas: HTMLCanvasElement;
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windowShade: boolean;
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colors: string[];
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}) {
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const barHeight = Math.ceil(_height) * PIXEL_DENSITY;
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peakHeight = Math.ceil(peakHeight) * PIXEL_DENSITY;
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if (barHeight < 1 || peakHeight < 1) {
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return;
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}
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const y = height - barHeight;
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const ctx = canvasCtx;
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// Draw the gradient
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const b = BAR_WIDTH;
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if (barHeight > 0) {
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ctx.drawImage(barCanvas, 0, y, b, barHeight, x, y, b, barHeight);
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}
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// Draw the gray peak line
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if (!windowShade) {
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const peakY = height - peakHeight;
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ctx.fillStyle = colors[PEAK_COLOR_INDEX];
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ctx.fillRect(x, peakY, b, PIXEL_DENSITY);
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}
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}
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