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WaveInApp Awesome

Header image

Welcome to WaveInApp - Audio Visualization View with wave effect.

Our library can take audio from any source (audio players, streams, voice input) and animate it with high frame rate. Cool animation, designed specially for the library, responds to sound vibrations. The animation becomes intense when music plays, and once it is paused or stopped – waves calm down.

The library is a part of implementation of music player.

Demo image

Great visualization can spruce up any app, especially audio player. We suggest you smart and good-looking Audio Visualization View for your Android app. You can read about all the advantages this library has and find out how to implement it into your app in our blog post: Case Study: Audio Visualization View For Android by Cleveroad

Article image

Awesome

Setup and usage

To include this library to your project add dependency in build.gradle file:

    dependencies {
        implementation 'com.cleveroad:audiovisualization:1.0.1'
    }

Audio visualization view uses OpenGL ES 2.0 for drawing waves. So you need to include this line in your manifest:

    <uses-feature android:glEsVersion="0x00020000" android:required="true" />
Using VisualizerDbmHandler

All functionality of this handler built upon Visualizer object, so you also need to include this permissions in your manifest:

    <uses-permission android:name="android.permission.RECORD_AUDIO"/>
    <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS"/>
Using SpeechRecognizerDbmHandler

All functionality of this handler built upon SpeechRecognizer object, so you also need to include this permissions in your manifest:

    <uses-permission android:name="android.permission.RECORD_AUDIO"/>

You must be very careful with new Android M permissions flow. Make sure you have all necessary permissions before using GLAudioVisualizationView.

There are two ways to include GLAudioVisualizationView in your layout: directly in XML layout file or using builder in Java code.

Via XML:

    <com.cleveroad.audiovisualization.GLAudioVisualizationView
        xmlns:android="http://schemas.android.com/apk/res/android"
        xmlns:app="http://schemas.android.com/apk/res-auto"
        android:id="@+id/visualizer_view"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        app:av_bubblesSize="@dimen/bubble_size"
        app:av_bubblesRandomizeSizes="true"
        app:av_wavesHeight="@dimen/wave_height"
        app:av_wavesFooterHeight="@dimen/footer_height"
        app:av_wavesCount="7"
        app:av_layersCount="4"
        app:av_backgroundColor="@color/av_color_bg"
        app:av_bubblesPerLayer="16"
        />

Via Java code:

    new GLAudioVisualizationView.Builder(getContext())
        .setBubblesSize(R.dimen.bubble_size)
        .setBubblesRandomizeSize(true)
        .setWavesHeight(R.dimen.wave_height)
        .setWavesFooterHeight(R.dimen.footer_height)
        .setWavesCount(7)
        .setLayersCount(4)
        .setBackgroundColorRes(R.color.av_color_bg)
        .setLayerColors(R.array.av_colors)
        .setBubblesPerLayer(16)
        .build();

GLAudioVisualizationView implements AudioVisualization interface. If you don't need all GLSurfaceView's public methods, you can simply cast your view to AudioVisualization interface and use it.

    private AudioVisualization audioVisualization;
    
    ...
    
    @Override
    public void onViewCreated(View view, @Nullable Bundle savedInstanceState) {
        super.onViewCreated(view, savedInstanceState);
        // you can extract AudioVisualization interface for simplifying things
        audioVisualization = (AudioVisualization) glAudioVisualizationView;
    }

    ...

To connect audio visualization view to audio output you can use linkTo(DbmHandler) method. See DbmHandler.Factory class for the list of available handler implementations.

    // set speech recognizer handler
    SpeechRecognizerDbmHandler speechRecHandler = DbmHandler.Factory.newSpeechRecognizerHandler(context);
    speechRecHandler.innerRecognitionListener(...);
    audioVisualization.linkTo(speechRecHandler);
    
    // set audio visualization handler. This will REPLACE previously set speech recognizer handler
    VisualizerDbmHandler vizualizerHandler = DbmHandler.Factory.newVisualizerHandler(getContext(), 0);
    audioVisualization.linkTo(vizualizerHandler);

You must always call onPause method to pause visualization and stop wasting CPU resources for computations in vain. As soon as your view appears in sight of user, call onResume.

    @Override
    public void onResume() {
        super.onResume();
        audioVisualization.onResume();
    }
    
    @Override
    public void onPause() {
        audioVisualization.onPause();
        super.onPause();
    }

When user leaves screen with audio visualization view, don't forget to free resources and call release() method.

    @Override
    public void onDestroyView() {
        audioVisualization.release();
        super.onDestroyView();
    }

Live wallpapers

You can use our Audio Visualization View as a live wallpaper. Just create your own WallpaperService. Method onCreateEngine() should return your own Engine's implementation, in which you must override the following methods:

  • void onCreate(SurfaceHolder surfaceHolder) – here create instances of DbmHandler, GLAudioVisualizationView.Builder (see example below) and GLAudioVisualizationView.AudioVisualizationRenderer in which you must set Engine's surface holder and two previous instances via constructor(GLAudioVisualizationView.Builder) and handler() methods;
  • void onVisibilityChanged(final boolean visible) – here you must call onResume() methods for audioVisualizationView and dbmHandler instances if visible parameter is true, otherwise – call onPause();
  • void onDestroy() – just call release() for dbmHandler and onDestroy() for audioVisualizationView instances Check JavaDoc of this methods for more info.
    public class AudioVisualizationWallpaperService extends WallpaperService {
        @Override
        public Engine onCreateEngine() {
            return new WallpaperEngine();
        }
        
        private class WallpaperEngine extends Engine {
        
        private WallpaperGLSurfaceView audioVisualizationView;
        private DbmHandler dbmHandler;
        private GLAudioVisualizationView.AudioVisualizationRenderer renderer;
        ...
            @Override
            public void onCreate(SurfaceHolder surfaceHolder) {
                AudioVisualizationWallpaperService context = AudioVisualizationWallpaperService.this;
                audioVisualizationView = new WallpaperGLSurfaceView(context);
                dbmHandler = DbmHandler.Factory.newVisualizerHandler(context, 0);
                ...
                GLAudioVisualizationView.Builder builder = new GLAudioVisualizationView.Builder(context)
                        //... set your settings here (see builder example below);
                renderer = new GLAudioVisualizationView.RendererBuilder(builder)
                        .glSurfaceView(audioVisualizationView)
                        .handler(dbmHandler)
                        .build();
                audioVisualizationView.setEGLContextClientVersion(2);
                audioVisualizationView.setRenderer(renderer);
            }
            @Override
            public void onVisibilityChanged(final boolean visible) {
                //Please follow the next order of methods call!
                if (visible) {
                    audioVisualizationView.onResume();
                    dbmHandler.onResume();
                } else {
                    dbmHandler.onPause();
                    audioVisualizationView.onPause();
                }
            }
            @Override
            public void onDestroy() {
                dbmHandler.release();
                audioVisualizationView.onDestroy();
            }
         

See uploaded AudioVisualizationWallpaperService example.

Implementing your own DbmHandler

To implement you own data conversion handler, just extend your class from DbmHandler class and implement onDataReceivedImpl(T object, int layersCount, float[] outDbmValues, float[] outAmpValues) method where:

  • object - your custom data type
  • layersCount - count of layers you passed in Builder.
  • outDbmValues - array with size equals to layersCount. You should fill it with normalized dBm values for layer in range [0..1].
  • outAmpValues - array with size equals to layersCount. You should fill it with amplitude values for layer. Check JavaDoc of this method for more info.

Then call onDataReceived(T object) method to visualize your data.

Your handler also will receive onResume(), onPause() and release() events from audio visualization view.

Migrations

See all migration manuals.

Changelog

See changelog history.

Troubleshooting

Visualization

If you have some issues with visualization (especially on Samsung Galaxy S or HTC devices) make sure you read this Github issue.

Live wallpapers

  • If you have some issues with WaveInApp live wallpapers on Android 6.0 (and later) make sure that all next permissions are granted: android.permission.RECORD_AUDIO, android.permission.MODIFY_AUDIO_SETTINGS.
  • If you run a wallpaper selection screen when the permissions was not granted, the wallpaper will not be appear. You must open settings screen and allow all permissions. If the wallpaper is not yet appeared, just restart the wallpaper selection screen.

Support

If you have any other questions regarding the use of this library, please contact us for support at [email protected] (email subject: "Android visualization view. Support request.")

License


The MIT License (MIT)

Copyright (c) 2016 Cleveroad Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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