Generating waveform from any music file ios












23















I'm looking for how to draw the sound waves according to music.



I want waves like this image



enter image description here



here is some discussion about displaying Waves from music




  1. WaveForm on IOS

  2. rendering a waveform on an iphone

  3. audio waveform visualisation with iPhone


Github Example Links




  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/benalavi/waveform

  • https://github.com/JingWZ/WaveView

  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/ioslovers/ATTabandHoldAudioRecord

  • https://github.com/hezone/ECGWavesPlayer

  • https://github.com/iluvcapra/JHWaveform


But not getting any idea about this type of wavefrom, is this possible to draw waves like this image?










share|improve this question




















  • 1





    Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

    – duskwuff
    Oct 31 '13 at 6:58













  • i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

    – Vishal Khatri
    Nov 11 '13 at 9:50











  • There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

    – Radiodef
    Nov 12 '13 at 19:56











  • you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

    – S S
    Nov 13 '13 at 6:37
















23















I'm looking for how to draw the sound waves according to music.



I want waves like this image



enter image description here



here is some discussion about displaying Waves from music




  1. WaveForm on IOS

  2. rendering a waveform on an iphone

  3. audio waveform visualisation with iPhone


Github Example Links




  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/benalavi/waveform

  • https://github.com/JingWZ/WaveView

  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/ioslovers/ATTabandHoldAudioRecord

  • https://github.com/hezone/ECGWavesPlayer

  • https://github.com/iluvcapra/JHWaveform


But not getting any idea about this type of wavefrom, is this possible to draw waves like this image?










share|improve this question




















  • 1





    Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

    – duskwuff
    Oct 31 '13 at 6:58













  • i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

    – Vishal Khatri
    Nov 11 '13 at 9:50











  • There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

    – Radiodef
    Nov 12 '13 at 19:56











  • you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

    – S S
    Nov 13 '13 at 6:37














23












23








23


14






I'm looking for how to draw the sound waves according to music.



I want waves like this image



enter image description here



here is some discussion about displaying Waves from music




  1. WaveForm on IOS

  2. rendering a waveform on an iphone

  3. audio waveform visualisation with iPhone


Github Example Links




  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/benalavi/waveform

  • https://github.com/JingWZ/WaveView

  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/ioslovers/ATTabandHoldAudioRecord

  • https://github.com/hezone/ECGWavesPlayer

  • https://github.com/iluvcapra/JHWaveform


But not getting any idea about this type of wavefrom, is this possible to draw waves like this image?










share|improve this question
















I'm looking for how to draw the sound waves according to music.



I want waves like this image



enter image description here



here is some discussion about displaying Waves from music




  1. WaveForm on IOS

  2. rendering a waveform on an iphone

  3. audio waveform visualisation with iPhone


Github Example Links




  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/benalavi/waveform

  • https://github.com/JingWZ/WaveView

  • https://github.com/gyetvan-andras/cocoa-waveform

  • https://github.com/ioslovers/ATTabandHoldAudioRecord

  • https://github.com/hezone/ECGWavesPlayer

  • https://github.com/iluvcapra/JHWaveform


But not getting any idea about this type of wavefrom, is this possible to draw waves like this image?







ios iphone signal-processing waveform wave






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jan 2 at 3:56









Dale Burrell

3,27232554




3,27232554










asked Oct 31 '13 at 6:28









Vishal KhatriVishal Khatri

4412931




4412931








  • 1





    Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

    – duskwuff
    Oct 31 '13 at 6:58













  • i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

    – Vishal Khatri
    Nov 11 '13 at 9:50











  • There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

    – Radiodef
    Nov 12 '13 at 19:56











  • you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

    – S S
    Nov 13 '13 at 6:37














  • 1





    Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

    – duskwuff
    Oct 31 '13 at 6:58













  • i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

    – Vishal Khatri
    Nov 11 '13 at 9:50











  • There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

    – Radiodef
    Nov 12 '13 at 19:56











  • you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

    – S S
    Nov 13 '13 at 6:37








1




1





Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

– duskwuff
Oct 31 '13 at 6:58







Your image doesn't appear to have any relationship to an actual waveform. Where are you seeing that?

– duskwuff
Oct 31 '13 at 6:58















i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

– Vishal Khatri
Nov 11 '13 at 9:50





i want to display wavefrom like this. Please check this image, markhadleyuk.com/wp-content/uploads/2012/01/…

– Vishal Khatri
Nov 11 '13 at 9:50













There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

– Radiodef
Nov 12 '13 at 19:56





There are no resources on how to generate a waveform like the ones in your images because they are fake. An audio waveform from a song doesn't look like that. The image in your OP looks like sine waves with a window function. The link in your comment might be real audio data with a low-pass filter but if you are here asking how to do this that is way beyond you. Sorry. There is a plethora of information in the links you've posted and on the web. I don't understand what you want for an answer.

– Radiodef
Nov 12 '13 at 19:56













you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

– S S
Nov 13 '13 at 6:37





you can refer this stackoverflow.com/questions/5032775/… and can make changes in generating image code

– S S
Nov 13 '13 at 6:37












3 Answers
3






active

oldest

votes


















3





+50









you can refer this link Drawing waveform with AVAssetReader and can make change in generating image code.






share|improve this answer

































    4














    Disclaimer: A lot of this has been discovered through trial and error, I may have some serious false assumptions in play here:



    You would need to use the AudioUnits framework. When initialising the playback you can create an AURenderCallbackStruct. You can specify in this struct a playback callback function which provides you with a few arguments which will contain the information you need.



    the callback function will have a signature like this:



    static OSStatus recordingCallback (void *inRefCon,
    AudioUnitRenderActionFlags *ioActionFlags,
    const AudioTimeStamp *inTimeStamp,
    UInt32 inBusNumber,
    UInt32 inNumberFrames,
    AudioBufferList *ioData)


    In here there is an array of audio data which can be used for getting amplitude of the audio buffer for each frequency bin, or for calculating the DB value of the frequency bin.



    I don't know what that graph is showing, but it looks to me like a smoothed display of the amplitudes of each of the sample bins.



    Audio Units are not simple, but its worth playing with for a while until you get a grip.



    Here is a skeleton of my callback function so you have more of a grasp as to what I mean:



    EDIT: removed dead link, I've lost this code sorry






    share|improve this answer


























    • If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

      – kezi
      Jun 13 '14 at 5:14



















    3














    I, too have been trying sincerely for the last three months but I didn't find a solution. For the time being I used static images based on the type of song (static data songs). I added the images to a UIScrollView and changed the contentOffset based on the current position of the audio.






    share|improve this answer

























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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      3





      +50









      you can refer this link Drawing waveform with AVAssetReader and can make change in generating image code.






      share|improve this answer






























        3





        +50









        you can refer this link Drawing waveform with AVAssetReader and can make change in generating image code.






        share|improve this answer




























          3





          +50







          3





          +50



          3




          +50





          you can refer this link Drawing waveform with AVAssetReader and can make change in generating image code.






          share|improve this answer















          you can refer this link Drawing waveform with AVAssetReader and can make change in generating image code.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited May 23 '17 at 11:54









          Community

          11




          11










          answered Nov 13 '13 at 6:39









          S SS S

          3241415




          3241415

























              4














              Disclaimer: A lot of this has been discovered through trial and error, I may have some serious false assumptions in play here:



              You would need to use the AudioUnits framework. When initialising the playback you can create an AURenderCallbackStruct. You can specify in this struct a playback callback function which provides you with a few arguments which will contain the information you need.



              the callback function will have a signature like this:



              static OSStatus recordingCallback (void *inRefCon,
              AudioUnitRenderActionFlags *ioActionFlags,
              const AudioTimeStamp *inTimeStamp,
              UInt32 inBusNumber,
              UInt32 inNumberFrames,
              AudioBufferList *ioData)


              In here there is an array of audio data which can be used for getting amplitude of the audio buffer for each frequency bin, or for calculating the DB value of the frequency bin.



              I don't know what that graph is showing, but it looks to me like a smoothed display of the amplitudes of each of the sample bins.



              Audio Units are not simple, but its worth playing with for a while until you get a grip.



              Here is a skeleton of my callback function so you have more of a grasp as to what I mean:



              EDIT: removed dead link, I've lost this code sorry






              share|improve this answer


























              • If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

                – kezi
                Jun 13 '14 at 5:14
















              4














              Disclaimer: A lot of this has been discovered through trial and error, I may have some serious false assumptions in play here:



              You would need to use the AudioUnits framework. When initialising the playback you can create an AURenderCallbackStruct. You can specify in this struct a playback callback function which provides you with a few arguments which will contain the information you need.



              the callback function will have a signature like this:



              static OSStatus recordingCallback (void *inRefCon,
              AudioUnitRenderActionFlags *ioActionFlags,
              const AudioTimeStamp *inTimeStamp,
              UInt32 inBusNumber,
              UInt32 inNumberFrames,
              AudioBufferList *ioData)


              In here there is an array of audio data which can be used for getting amplitude of the audio buffer for each frequency bin, or for calculating the DB value of the frequency bin.



              I don't know what that graph is showing, but it looks to me like a smoothed display of the amplitudes of each of the sample bins.



              Audio Units are not simple, but its worth playing with for a while until you get a grip.



              Here is a skeleton of my callback function so you have more of a grasp as to what I mean:



              EDIT: removed dead link, I've lost this code sorry






              share|improve this answer


























              • If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

                – kezi
                Jun 13 '14 at 5:14














              4












              4








              4







              Disclaimer: A lot of this has been discovered through trial and error, I may have some serious false assumptions in play here:



              You would need to use the AudioUnits framework. When initialising the playback you can create an AURenderCallbackStruct. You can specify in this struct a playback callback function which provides you with a few arguments which will contain the information you need.



              the callback function will have a signature like this:



              static OSStatus recordingCallback (void *inRefCon,
              AudioUnitRenderActionFlags *ioActionFlags,
              const AudioTimeStamp *inTimeStamp,
              UInt32 inBusNumber,
              UInt32 inNumberFrames,
              AudioBufferList *ioData)


              In here there is an array of audio data which can be used for getting amplitude of the audio buffer for each frequency bin, or for calculating the DB value of the frequency bin.



              I don't know what that graph is showing, but it looks to me like a smoothed display of the amplitudes of each of the sample bins.



              Audio Units are not simple, but its worth playing with for a while until you get a grip.



              Here is a skeleton of my callback function so you have more of a grasp as to what I mean:



              EDIT: removed dead link, I've lost this code sorry






              share|improve this answer















              Disclaimer: A lot of this has been discovered through trial and error, I may have some serious false assumptions in play here:



              You would need to use the AudioUnits framework. When initialising the playback you can create an AURenderCallbackStruct. You can specify in this struct a playback callback function which provides you with a few arguments which will contain the information you need.



              the callback function will have a signature like this:



              static OSStatus recordingCallback (void *inRefCon,
              AudioUnitRenderActionFlags *ioActionFlags,
              const AudioTimeStamp *inTimeStamp,
              UInt32 inBusNumber,
              UInt32 inNumberFrames,
              AudioBufferList *ioData)


              In here there is an array of audio data which can be used for getting amplitude of the audio buffer for each frequency bin, or for calculating the DB value of the frequency bin.



              I don't know what that graph is showing, but it looks to me like a smoothed display of the amplitudes of each of the sample bins.



              Audio Units are not simple, but its worth playing with for a while until you get a grip.



              Here is a skeleton of my callback function so you have more of a grasp as to what I mean:



              EDIT: removed dead link, I've lost this code sorry







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited Jun 13 '14 at 23:08

























              answered Nov 10 '13 at 12:40









              JConwayJConway

              429513




              429513













              • If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

                – kezi
                Jun 13 '14 at 5:14



















              • If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

                – kezi
                Jun 13 '14 at 5:14

















              If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

              – kezi
              Jun 13 '14 at 5:14





              If your playing back media in realtime this is the correct answer, you can get the audio data being outputted through this callback.

              – kezi
              Jun 13 '14 at 5:14











              3














              I, too have been trying sincerely for the last three months but I didn't find a solution. For the time being I used static images based on the type of song (static data songs). I added the images to a UIScrollView and changed the contentOffset based on the current position of the audio.






              share|improve this answer






























                3














                I, too have been trying sincerely for the last three months but I didn't find a solution. For the time being I used static images based on the type of song (static data songs). I added the images to a UIScrollView and changed the contentOffset based on the current position of the audio.






                share|improve this answer




























                  3












                  3








                  3







                  I, too have been trying sincerely for the last three months but I didn't find a solution. For the time being I used static images based on the type of song (static data songs). I added the images to a UIScrollView and changed the contentOffset based on the current position of the audio.






                  share|improve this answer















                  I, too have been trying sincerely for the last three months but I didn't find a solution. For the time being I used static images based on the type of song (static data songs). I added the images to a UIScrollView and changed the contentOffset based on the current position of the audio.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Nov 8 '16 at 15:16









                  Robert

                  3,05932741




                  3,05932741










                  answered Oct 31 '13 at 6:51









                  TendulkarTendulkar

                  5,15112252




                  5,15112252






























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