Always remember to use ASan, unless you want to ruin your afternoon by accidentally overriding your handles with 7,350 floating-point audio samples.
Week 2
In this week, I implemented the naïve node with the ability to get amplitude from a Sound, as is shown below:
The project file is attached in a comment from PR #122228. The audio is made by myself and licensed under CC0.
At this moment, known issues are:
- Current temporal smoothing method is rather simple, inflexible, and even inefficient, which needs to be replaced by a faster, more accepted algorithm,
- While being easy to use,
aud::FFTPlan
has no external binding for Blender, which means either modification of Audaspace code base or a little manipulation on the build system is needed, and - Lots of
TODO
’s in current code, which I believe will finally be cleaned up after a while.
In the next week, I plan to:
- Discuss with my mentor about how to integrate
aud::FFTPlan
into Blender itself, and provide basic ability to get frequency information from a Sound. - Learn more about properties of sound (intensity, pressure, etc.) and provide better temporal smoothing algorithms. The previous Sound Spectrum node should be a great reference.