Show waveform of audio
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17
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I am making one music application in android.In this music list coming from server side. I don'tknow how to show waveform of audio in android ? like in soundcloud website. I have attached image below.
android audio waveform
add a comment |
up vote
17
down vote
favorite
I am making one music application in android.In this music list coming from server side. I don'tknow how to show waveform of audio in android ? like in soundcloud website. I have attached image below.
android audio waveform
1
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10
add a comment |
up vote
17
down vote
favorite
up vote
17
down vote
favorite
I am making one music application in android.In this music list coming from server side. I don'tknow how to show waveform of audio in android ? like in soundcloud website. I have attached image below.
android audio waveform
I am making one music application in android.In this music list coming from server side. I don'tknow how to show waveform of audio in android ? like in soundcloud website. I have attached image below.
android audio waveform
android audio waveform
edited Aug 3 '16 at 13:17
asked Aug 3 '16 at 13:07
Alpha
157110
157110
1
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10
add a comment |
1
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10
1
1
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10
add a comment |
1 Answer
1
active
oldest
votes
up vote
14
down vote
Perhaps, you can implements this feature without libraries, of course if you want only visualisation of audio sample.
For example:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
Sorry, code with a small amount of comments, but it is working visualizer. You can attach it to any players you want.
How you can use it: add this view in your xml layout, then you have to update visualizer state with methods
public void updateVisualizer(byte bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
In updateVisualizer
you pass bytes array with you audio sample, and in updatePlayerProgress
you dynamically pass percentage, while audio sample is playing.
for converting file to bytes you can use this helper method
public static byte fileToBytes(File file) {
int size = (int) file.length();
byte bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
and for example(very shortly), how it looks like with Mosby library:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
|
show 3 more comments
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
14
down vote
Perhaps, you can implements this feature without libraries, of course if you want only visualisation of audio sample.
For example:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
Sorry, code with a small amount of comments, but it is working visualizer. You can attach it to any players you want.
How you can use it: add this view in your xml layout, then you have to update visualizer state with methods
public void updateVisualizer(byte bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
In updateVisualizer
you pass bytes array with you audio sample, and in updatePlayerProgress
you dynamically pass percentage, while audio sample is playing.
for converting file to bytes you can use this helper method
public static byte fileToBytes(File file) {
int size = (int) file.length();
byte bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
and for example(very shortly), how it looks like with Mosby library:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
|
show 3 more comments
up vote
14
down vote
Perhaps, you can implements this feature without libraries, of course if you want only visualisation of audio sample.
For example:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
Sorry, code with a small amount of comments, but it is working visualizer. You can attach it to any players you want.
How you can use it: add this view in your xml layout, then you have to update visualizer state with methods
public void updateVisualizer(byte bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
In updateVisualizer
you pass bytes array with you audio sample, and in updatePlayerProgress
you dynamically pass percentage, while audio sample is playing.
for converting file to bytes you can use this helper method
public static byte fileToBytes(File file) {
int size = (int) file.length();
byte bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
and for example(very shortly), how it looks like with Mosby library:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
|
show 3 more comments
up vote
14
down vote
up vote
14
down vote
Perhaps, you can implements this feature without libraries, of course if you want only visualisation of audio sample.
For example:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
Sorry, code with a small amount of comments, but it is working visualizer. You can attach it to any players you want.
How you can use it: add this view in your xml layout, then you have to update visualizer state with methods
public void updateVisualizer(byte bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
In updateVisualizer
you pass bytes array with you audio sample, and in updatePlayerProgress
you dynamically pass percentage, while audio sample is playing.
for converting file to bytes you can use this helper method
public static byte fileToBytes(File file) {
int size = (int) file.length();
byte bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
and for example(very shortly), how it looks like with Mosby library:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
Perhaps, you can implements this feature without libraries, of course if you want only visualisation of audio sample.
For example:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
Sorry, code with a small amount of comments, but it is working visualizer. You can attach it to any players you want.
How you can use it: add this view in your xml layout, then you have to update visualizer state with methods
public void updateVisualizer(byte bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
In updateVisualizer
you pass bytes array with you audio sample, and in updatePlayerProgress
you dynamically pass percentage, while audio sample is playing.
for converting file to bytes you can use this helper method
public static byte fileToBytes(File file) {
int size = (int) file.length();
byte bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
and for example(very shortly), how it looks like with Mosby library:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
edited Oct 22 '17 at 11:17
answered Oct 21 '17 at 5:36
Scrobot
646718
646718
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
|
show 3 more comments
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
1
1
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
Tanx, How can I use PlayerVisualizerView?
– Hamed Gh
Oct 21 '17 at 7:34
1
1
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
I think you give the best answer and give +50 award to your answer, but please add more detail and show the usage.
– Hamed Gh
Oct 21 '17 at 10:18
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
@HamedGh updated. Is it enough?
– Scrobot
Oct 22 '17 at 11:08
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
Would be nice if you comment the code over each line and explain it, specially the bytes movement
– Diego Fernando Murillo Valenci
Sep 27 at 16:19
1
1
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
@KathanShah hi! I'm working on it )) I took a lot of feedbacks, and decide to create library for this feature) So, the android library will be published soon. )) In particular, negative waves will be 'in box' too ))
– Scrobot
Oct 31 at 10:10
|
show 3 more comments
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1
hello Have you got any solution with this i am also stuck on same problem in recording app. please help if you got anything about it.
– Android Geek
Aug 4 '16 at 6:10