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authorJaKooLit <jimmielovejay@gmail.com>2023-10-22 15:55:57 +0900
committerJaKooLit <jimmielovejay@gmail.com>2023-10-22 15:55:57 +0900
commitc222e1bad2ba5e779c3af5b956906c82ead43271 (patch)
treea5253e0861c200ff90354169e1f67ef42ebf0ef9 /config/cava
parentbb0be21dba7980fc1c047eaba24eda1712bd7f31 (diff)
Initial upload
Diffstat (limited to 'config/cava')
-rw-r--r--config/cava/config184
-rw-r--r--config/cava/shaders/bar_spectrum.frag79
-rw-r--r--config/cava/shaders/normalized_bars.frag38
-rw-r--r--config/cava/shaders/pass_through.vert14
4 files changed, 315 insertions, 0 deletions
diff --git a/config/cava/config b/config/cava/config
new file mode 100644
index 00000000..7fad763c
--- /dev/null
+++ b/config/cava/config
@@ -0,0 +1,184 @@
+## Configuration file for CAVA. Default values are commented out. Use either ';' or '#' for commenting.
+
+
+[general]
+
+# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
+; mode = normal
+
+# Accepts only non-negative values.
+; framerate = 60
+
+# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
+# new as of 0.6.0 autosens of low values (dynamic range)
+# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
+; autosens = 1
+; overshoot = 20
+
+# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
+# 200 means double height. Accepts only non-negative values.
+; sensitivity = 100
+
+# The number of bars (0-200). 0 sets it to auto (fill up console).
+# Bars' width and space between bars in number of characters.
+; bars = 0
+; bar_width = 2
+; bar_spacing = 1
+
+# For SDL width and space between bars is in pixels, defaults are:
+; bar_width = 20
+; bar_spacing = 5
+
+
+# Lower and higher cutoff frequencies for lowest and highest bars
+# the bandwidth of the visualizer.
+# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
+# Cava will automatically increase the higher cutoff if a too low band is specified.
+; lower_cutoff_freq = 50
+; higher_cutoff_freq = 10000
+
+
+# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
+# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
+; sleep_timer = 0
+
+
+[input]
+
+# Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem'
+# Defaults to 'pulse', 'alsa' or 'fifo', in that order, dependent on what support cava was built with.
+#
+# All input methods uses the same config variable 'source'
+# to define where it should get the audio.
+#
+# For pulseaudio 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
+# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
+#
+# For alsa 'source' will be the capture device.
+# For fifo 'source' will be the path to fifo-file.
+# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
+method = pulse
+source = auto
+
+; method = alsa
+; source = hw:Loopback,1
+
+; method = fifo
+; source = /tmp/mpd.fifo
+; sample_rate = 44100
+; sample_bits = 16
+
+; method = shmem
+; source = /squeezelite-AA:BB:CC:DD:EE:FF
+
+; method = portaudio
+; source = auto
+
+
+[output]
+
+# Output method. Can be 'ncurses', 'noncurses', 'raw' or 'sdl'.
+# 'noncurses' uses a custom framebuffer technique and prints only changes
+# from frame to frame in the terminal. 'ncurses' is default if supported.
+#
+# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
+# stream of the bar heights that can be used to send to other applications.
+# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
+#
+# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context.
+; method = ncurses
+
+# Visual channels. Can be 'stereo' or 'mono'.
+# 'stereo' mirrors both channels with low frequencies in center.
+# 'mono' outputs left to right lowest to highest frequencies.
+# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
+; channels = stereo
+; mono_option = average
+
+# Raw output target. A fifo will be created if target does not exist.
+; raw_target = /dev/stdout
+
+# Raw data format. Can be 'binary' or 'ascii'.
+; data_format = binary
+
+# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
+; bit_format = 16bit
+
+# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
+; ascii_max_range = 1000
+
+# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
+# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
+; bar_delimiter = 59
+; frame_delimiter = 10
+
+# sdl window size and position. -1,-1 is centered.
+; sdl_width = 1000
+; sdl_height = 500
+; sdl_x = -1
+; sdl_y= -1
+
+[color]
+
+# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
+# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
+# ncurses output method and a terminal that can change color definitions such as Gnome-terminal or rxvt.
+# if supported, ncurses mode will be forced on if user defined colors are used.
+# default is to keep current terminal color
+; background = default
+; foreground = default
+
+# SDL only support hex code colors, these are the default:
+; background = '#111111'
+; foreground = '#33cccc'
+
+
+# Gradient mode, only hex defined colors (and thereby ncurses mode) are supported,
+# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
+# You can define as many as 8 different colors. They range from bottom to top of screen
+# In the [color] section
+
+[color]
+
+gradient = 1
+
+gradient_color_1 = '#94e2d5'
+gradient_color_2 = '#89dceb'
+gradient_color_3 = '#74c7ec'
+gradient_color_4 = '#89b4fa'
+gradient_color_5 = '#cba6f7'
+gradient_color_6 = '#f5c2e7'
+gradient_color_7 = '#eba0ac'
+gradient_color_8 = '#f38ba8'
+
+
+
+[smoothing]
+
+# Percentage value for integral smoothing. Takes values from 0 - 100.
+# Higher values means smoother, but less precise. 0 to disable.
+; integral = 77
+
+# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
+; monstercat = 0
+; waves = 0
+
+# Set gravity percentage for "drop off". Higher values means bars will drop faster.
+# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
+; gravity = 100
+
+
+# In bar height, bars that would have been lower that this will not be drawn.
+; ignore = 0
+
+
+[eq]
+
+# This one is tricky. You can have as much keys as you want.
+# Remember to uncomment more then one key! More keys = more precision.
+# Look at readme.md on github for further explanations and examples.
+; 1 = 1 # bass
+; 2 = 1
+; 3 = 1 # midtone
+; 4 = 1
+; 5 = 1 # treble
diff --git a/config/cava/shaders/bar_spectrum.frag b/config/cava/shaders/bar_spectrum.frag
new file mode 100644
index 00000000..b0789132
--- /dev/null
+++ b/config/cava/shaders/bar_spectrum.frag
@@ -0,0 +1,79 @@
+#version 330
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+uniform int bar_width; // bar width (configurable), not used here
+uniform int bar_spacing; // space bewteen bars (configurable)
+
+uniform vec3 u_resolution; // window resolution
+
+//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
+uniform vec3 bg_color; // background color
+uniform vec3 fg_color; // foreground color
+
+uniform int gradient_count;
+uniform vec3 gradient_colors[8]; // gradient colors
+
+vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
+{
+ //create color based on fraction of this color and next color
+ float yr = (y - y_min) / (y_max - y_min);
+ return col_1 * (1.0 - yr) + col_2 * yr;
+}
+
+void main()
+{
+ // find which bar to use based on where we are on the x axis
+ float x = u_resolution.x * fragCoord.x;
+ int bar = int(bars_count * fragCoord.x);
+
+ //calculate a bar size
+ float bar_size = u_resolution.x / bars_count;
+
+ //the y coordinate and bar values are the same
+ float y = bars[bar];
+
+ // make sure there is a thin line at bottom
+ if (y * u_resolution.y < 1.0)
+ {
+ y = 1.0 / u_resolution.y;
+ }
+
+ //draw the bar up to current height
+ if (y > fragCoord.y)
+ {
+ //make some space between bars basen on settings
+ if (x > (bar + 1) * (bar_size) - bar_spacing)
+ {
+ fragColor = vec4(bg_color,1.0);
+ }
+ else
+ {
+ if (gradient_count == 0)
+ {
+ fragColor = vec4(fg_color,1.0);
+ }
+ else
+ {
+ //find which color in the configured gradient we are at
+ int color = int((gradient_count - 1) * fragCoord.y);
+
+ //find where on y this and next color is supposed to be
+ float y_min = color / (gradient_count - 1.0);
+ float y_max = (color + 1.0) / (gradient_count - 1.0);
+
+ //make color
+ fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
+ }
+ }
+ }
+ else
+ {
+ fragColor = vec4(bg_color,1.0);
+ }
+} \ No newline at end of file
diff --git a/config/cava/shaders/normalized_bars.frag b/config/cava/shaders/normalized_bars.frag
new file mode 100644
index 00000000..81a27e2d
--- /dev/null
+++ b/config/cava/shaders/normalized_bars.frag
@@ -0,0 +1,38 @@
+#version 330
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+
+uniform vec3 u_resolution; // window resolution, not used here
+
+//colors, configurable in cava config file
+uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
+uniform vec3 fg_color; // foreground color, not used here
+
+float normalize_C(float x, float x_min, float x_max, float r_min, float r_max )
+{
+ float xr;
+ xr = (r_max-r_min) * (x - x_min) / (x_max - x_min) + r_min;
+ return xr;
+}
+
+void main()
+{
+ // find which bar to use based on where we are on the x axis
+ int bar = int(bars_count * fragCoord.x);
+
+ // create a normal along the y axis based on the bar height
+ float x = normalize_C(fragCoord.y, 1.0, 0.0, 0.0, bars[bar]);
+
+ // set color
+ fragColor.r=fg_color.x*x;
+ fragColor.g=fg_color.y*x;
+ fragColor.b=fg_color.z*x;
+ fragColor.a=1.0;
+
+}
diff --git a/config/cava/shaders/pass_through.vert b/config/cava/shaders/pass_through.vert
new file mode 100644
index 00000000..a4f20e52
--- /dev/null
+++ b/config/cava/shaders/pass_through.vert
@@ -0,0 +1,14 @@
+#version 330
+
+
+// Input vertex data, different for all executions of this shader.
+layout(location = 0) in vec3 vertexPosition_modelspace;
+
+// Output data ; will be interpolated for each fragment.
+out vec2 fragCoord;
+
+void main()
+{
+ gl_Position = vec4(vertexPosition_modelspace,1);
+ fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
+}
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