Add Psytrance Visualizer macOS app with Metal rendering

A complete audio-reactive visualizer for psytrance music featuring:

Audio Analysis (DSPEngine):
- FFT spectrum analysis via Accelerate/vDSP
- 64-band Mel spectrogram
- Sub-bass energy extraction (<100Hz)
- Automatic sidechain pump detection
- Harmonic-to-Noise ratio (HNR) calculation
- Peak/transient detection

8 Visualization Modes (Metal Shaders):
1. FFT Classic - Frequency spectrum bars with glow
2. Mel Spectrogram - Waterfall display
3. Sub-Bass - Pulsating rings
4. Sidechain Pump - Breathing zoom effect
5. Harmonic/Noise - Geometric vs chaotic particles
6. Mandelbrot - Audio-reactive fractal zoom
7. Tunnel Warp - Infinite tunnel with distortion
8. DMT Geometry - Sacred geometry patterns

Features:
- Selectable audio input device (BlackHole support)
- Configurable buffer size (512/1024)
- Reactivity slider for visual intensity
- Auto-hiding control panel
- Fullscreen support with keyboard shortcuts (1-8, F, ESC)
- Persistent settings via UserDefaults
- Psytrance-inspired neon/UV color palette
This commit is contained in:
Claude
2025-12-22 21:36:45 +00:00
parent b607a9cd8a
commit a22c238dc4
29 changed files with 4780 additions and 0 deletions
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//
// VisualizerView.swift
// PsytranceVisualizer
//
// MTKView subclass for rendering visualizations
//
import MetalKit
import Combine
/// MTKView subclass that displays audio-reactive visualizations
final class VisualizerView: MTKView {
// MARK: - Properties
private var renderer: MetalRenderer?
private var cancellables = Set<AnyCancellable>()
// MARK: - Initialization
init() {
// Get default Metal device
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("Metal is not supported on this device")
}
super.init(frame: .zero, device: device)
configure()
setupRenderer()
}
required init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - Configuration
private func configure() {
// Background color
clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
// Color format
colorPixelFormat = .bgra8Unorm
// Enable display link for smooth rendering
isPaused = false
enableSetNeedsDisplay = false
// Use display refresh rate
preferredFramesPerSecond = 120 // Will cap to display refresh
// Layer configuration
layer?.isOpaque = true
// Allow high DPI
layer?.contentsScale = NSScreen.main?.backingScaleFactor ?? 2.0
}
private func setupRenderer() {
guard let device = device else { return }
renderer = MetalRenderer(device: device)
delegate = renderer
// Initial size update
if let renderer = renderer {
let size = drawableSize
renderer.mtkView(self, drawableSizeWillChange: size)
}
}
// MARK: - Public Methods
/// Returns the Metal renderer
func getRenderer() -> MetalRenderer? {
return renderer
}
/// Updates audio data for visualization
func updateAudioData(_ data: AudioAnalysisData) {
renderer?.updateAudioData(data)
}
/// Sets the visualization mode
func setVisualizationMode(_ mode: VisualizationMode) {
renderer?.setVisualizationMode(mode)
}
/// Sets reactivity value
func setReactivity(_ value: Float) {
renderer?.setReactivity(value)
}
/// Gets current visualization mode
var currentMode: VisualizationMode {
renderer?.currentMode ?? .fftClassic
}
}
// MARK: - SwiftUI Bridge
#if canImport(SwiftUI)
import SwiftUI
/// SwiftUI wrapper for VisualizerView
struct VisualizerViewRepresentable: NSViewRepresentable {
@Binding var audioData: AudioAnalysisData
@Binding var mode: VisualizationMode
@Binding var reactivity: Float
func makeNSView(context: Context) -> VisualizerView {
let view = VisualizerView()
return view
}
func updateNSView(_ nsView: VisualizerView, context: Context) {
nsView.updateAudioData(audioData)
nsView.setVisualizationMode(mode)
nsView.setReactivity(reactivity)
}
}
#endif