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
+120
View File
@@ -0,0 +1,120 @@
//
// AppDelegate.swift
// PsytranceVisualizer
//
// Application delegate handling app lifecycle
//
import AppKit
import AVFoundation
/// Application delegate
final class AppDelegate: NSObject, NSApplicationDelegate {
// MARK: - Properties
private var mainWindowController: MainWindowController?
// MARK: - App Lifecycle
func applicationDidFinishLaunching(_ notification: Notification) {
// Request microphone permission
requestMicrophonePermission()
// Create and show main window
mainWindowController = MainWindowController()
mainWindowController?.showWindow(nil)
mainWindowController?.window?.makeKeyAndOrderFront(nil)
// Activate the application
NSApp.activate(ignoringOtherApps: true)
print("[AppDelegate] Application launched")
}
func applicationWillTerminate(_ notification: Notification) {
// Save settings
SettingsManager.shared.saveNow()
print("[AppDelegate] Application terminating")
}
func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {
return true
}
func applicationSupportsSecureRestorableState(_ app: NSApplication) -> Bool {
return true
}
// MARK: - Permissions
private func requestMicrophonePermission() {
switch AVCaptureDevice.authorizationStatus(for: .audio) {
case .authorized:
print("[AppDelegate] Microphone access already authorized")
case .notDetermined:
AVCaptureDevice.requestAccess(for: .audio) { granted in
if granted {
print("[AppDelegate] Microphone access granted")
} else {
print("[AppDelegate] Microphone access denied")
self.showMicrophonePermissionAlert()
}
}
case .denied, .restricted:
print("[AppDelegate] Microphone access denied or restricted")
showMicrophonePermissionAlert()
@unknown default:
break
}
}
private func showMicrophonePermissionAlert() {
DispatchQueue.main.async {
let alert = NSAlert()
alert.messageText = "Microphone Access Required"
alert.informativeText = "Psytrance Visualizer needs access to your audio input to visualize music. Please enable microphone access in System Preferences > Security & Privacy > Privacy > Microphone."
alert.alertStyle = .warning
alert.addButton(withTitle: "Open System Preferences")
alert.addButton(withTitle: "Cancel")
if alert.runModal() == .alertFirstButtonReturn {
if let url = URL(string: "x-apple.systempreferences:com.apple.preference.security?Privacy_Microphone") {
NSWorkspace.shared.open(url)
}
}
}
}
// MARK: - Menu Actions
@IBAction func showAbout(_ sender: Any) {
let alert = NSAlert()
alert.messageText = "Psytrance Visualizer"
alert.informativeText = """
An audio-reactive visualizer for psytrance music.
8 Visualization Modes:
1 - FFT Classic
2 - Mel Spectrogram
3 - Sub-Bass
4 - Sidechain Pump
5 - Harmonic/Noise
6 - Mandelbrot
7 - Tunnel Warp
8 - DMT Geometry
Keyboard Shortcuts:
1-8: Switch visualization mode
F: Toggle fullscreen
ESC: Exit fullscreen
Tip: Use a virtual audio device like BlackHole to route system audio.
"""
alert.alertStyle = .informational
alert.runModal()
}
}
@@ -0,0 +1,133 @@
//
// PsytranceVisualizerApp.swift
// PsytranceVisualizer
//
// Main application entry point
//
import AppKit
// MARK: - Main Entry Point
/// Application entry point
@main
struct PsytranceVisualizerApp {
static func main() {
// Create the application
let app = NSApplication.shared
// Set up the delegate
let delegate = AppDelegate()
app.delegate = delegate
// Set activation policy
app.setActivationPolicy(.regular)
// Create the main menu
setupMainMenu()
// Run the application
app.run()
}
/// Sets up the application's main menu
private static func setupMainMenu() {
let mainMenu = NSMenu()
// Application menu
let appMenuItem = NSMenuItem()
mainMenu.addItem(appMenuItem)
let appMenu = NSMenu()
appMenuItem.submenu = appMenu
appMenu.addItem(withTitle: "About Psytrance Visualizer",
action: #selector(AppDelegate.showAbout(_:)),
keyEquivalent: "")
appMenu.addItem(NSMenuItem.separator())
appMenu.addItem(withTitle: "Hide Psytrance Visualizer",
action: #selector(NSApplication.hide(_:)),
keyEquivalent: "h")
let hideOthersItem = appMenu.addItem(withTitle: "Hide Others",
action: #selector(NSApplication.hideOtherApplications(_:)),
keyEquivalent: "h")
hideOthersItem.keyEquivalentModifierMask = [.command, .option]
appMenu.addItem(withTitle: "Show All",
action: #selector(NSApplication.unhideAllApplications(_:)),
keyEquivalent: "")
appMenu.addItem(NSMenuItem.separator())
appMenu.addItem(withTitle: "Quit Psytrance Visualizer",
action: #selector(NSApplication.terminate(_:)),
keyEquivalent: "q")
// View menu
let viewMenuItem = NSMenuItem()
mainMenu.addItem(viewMenuItem)
let viewMenu = NSMenu(title: "View")
viewMenuItem.submenu = viewMenu
viewMenu.addItem(withTitle: "Toggle Fullscreen",
action: #selector(NSWindow.toggleFullScreen(_:)),
keyEquivalent: "f")
viewMenu.addItem(NSMenuItem.separator())
// Visualization mode submenu
let modesMenuItem = NSMenuItem(title: "Visualization Mode", action: nil, keyEquivalent: "")
let modesMenu = NSMenu()
for mode in VisualizationMode.allCases {
let item = NSMenuItem(title: mode.displayName,
action: nil,
keyEquivalent: mode.shortcut)
item.tag = mode.rawValue
modesMenu.addItem(item)
}
modesMenuItem.submenu = modesMenu
viewMenu.addItem(modesMenuItem)
// Window menu
let windowMenuItem = NSMenuItem()
mainMenu.addItem(windowMenuItem)
let windowMenu = NSMenu(title: "Window")
windowMenuItem.submenu = windowMenu
windowMenu.addItem(withTitle: "Minimize",
action: #selector(NSWindow.miniaturize(_:)),
keyEquivalent: "m")
windowMenu.addItem(withTitle: "Zoom",
action: #selector(NSWindow.zoom(_:)),
keyEquivalent: "")
windowMenu.addItem(NSMenuItem.separator())
windowMenu.addItem(withTitle: "Bring All to Front",
action: #selector(NSApplication.arrangeInFront(_:)),
keyEquivalent: "")
// Help menu
let helpMenuItem = NSMenuItem()
mainMenu.addItem(helpMenuItem)
let helpMenu = NSMenu(title: "Help")
helpMenuItem.submenu = helpMenu
helpMenu.addItem(withTitle: "Psytrance Visualizer Help",
action: #selector(AppDelegate.showAbout(_:)),
keyEquivalent: "?")
NSApp.mainMenu = mainMenu
NSApp.windowsMenu = windowMenu
NSApp.helpMenu = helpMenu
}
}
@@ -0,0 +1,357 @@
//
// AudioInputManager.swift
// PsytranceVisualizer
//
// Manages audio input devices and captures audio buffers
//
import AVFoundation
import CoreAudio
import Combine
/// Represents an audio input device
struct AudioDevice: Identifiable, Hashable {
let id: AudioDeviceID
let uid: String
let name: String
let manufacturer: String
let isInput: Bool
func hash(into hasher: inout Hasher) {
hasher.combine(uid)
}
static func == (lhs: AudioDevice, rhs: AudioDevice) -> Bool {
lhs.uid == rhs.uid
}
}
/// Manages audio input capture using AVAudioEngine
final class AudioInputManager: ObservableObject {
// MARK: - Published Properties
@Published private(set) var availableDevices: [AudioDevice] = []
@Published private(set) var selectedDevice: AudioDevice?
@Published private(set) var isRunning = false
@Published private(set) var currentBufferSize: Int = 1024
// MARK: - Audio Properties
private var audioEngine: AVAudioEngine?
private var inputNode: AVAudioInputNode?
private let sampleRate: Double = 44100.0
// MARK: - Callbacks
var onAudioBuffer: ((AVAudioPCMBuffer) -> Void)?
// MARK: - Private Properties
private var deviceListenerBlock: AudioObjectPropertyListenerBlock?
private let processingQueue = DispatchQueue(label: "com.psytrance.audio", qos: .userInteractive)
// MARK: - Initialization
init() {
refreshDeviceList()
setupDeviceChangeListener()
}
deinit {
stop()
removeDeviceChangeListener()
}
// MARK: - Public Methods
/// Returns list of available audio input devices
func getAvailableInputDevices() -> [AudioDevice] {
return availableDevices
}
/// Refreshes the list of available audio input devices
func refreshDeviceList() {
var propertyAddress = AudioObjectPropertyAddress(
mSelector: kAudioHardwarePropertyDevices,
mScope: kAudioObjectPropertyScopeGlobal,
mElement: kAudioObjectPropertyElementMain
)
var dataSize: UInt32 = 0
var status = AudioObjectGetPropertyDataSize(
AudioObjectID(kAudioObjectSystemObject),
&propertyAddress,
0,
nil,
&dataSize
)
guard status == noErr else {
print("[AudioInputManager] Failed to get device list size: \(status)")
return
}
let deviceCount = Int(dataSize) / MemoryLayout<AudioDeviceID>.size
var deviceIDs = [AudioDeviceID](repeating: 0, count: deviceCount)
status = AudioObjectGetPropertyData(
AudioObjectID(kAudioObjectSystemObject),
&propertyAddress,
0,
nil,
&dataSize,
&deviceIDs
)
guard status == noErr else {
print("[AudioInputManager] Failed to get device list: \(status)")
return
}
var devices: [AudioDevice] = []
for deviceID in deviceIDs {
if let device = getDeviceInfo(deviceID: deviceID), device.isInput {
devices.append(device)
}
}
DispatchQueue.main.async {
self.availableDevices = devices
print("[AudioInputManager] Found \(devices.count) input devices")
}
}
/// Selects an audio input device by UID
func selectDevice(uid: String) {
guard let device = availableDevices.first(where: { $0.uid == uid }) else {
print("[AudioInputManager] Device not found: \(uid)")
return
}
let wasRunning = isRunning
if wasRunning {
stop()
}
selectedDevice = device
setSystemInputDevice(deviceID: device.id)
if wasRunning {
start()
}
print("[AudioInputManager] Selected device: \(device.name)")
}
/// Sets the buffer size (512 or 1024)
func setBufferSize(_ size: Int) {
guard [512, 1024].contains(size) else {
print("[AudioInputManager] Invalid buffer size: \(size)")
return
}
let wasRunning = isRunning
if wasRunning {
stop()
}
currentBufferSize = size
if wasRunning {
start()
}
print("[AudioInputManager] Buffer size set to: \(size)")
}
/// Starts audio capture
func start() {
guard !isRunning else { return }
do {
// Create new audio engine
audioEngine = AVAudioEngine()
guard let engine = audioEngine else { return }
inputNode = engine.inputNode
guard let inputNode = inputNode else {
print("[AudioInputManager] No input node available")
return
}
// Get the input format
let inputFormat = inputNode.outputFormat(forBus: 0)
print("[AudioInputManager] Input format: \(inputFormat)")
// Install tap on input node
let bufferSize = AVAudioFrameCount(currentBufferSize)
inputNode.installTap(onBus: 0, bufferSize: bufferSize, format: inputFormat) { [weak self] buffer, _ in
self?.processingQueue.async {
self?.onAudioBuffer?(buffer)
}
}
// Prepare and start the engine
engine.prepare()
try engine.start()
DispatchQueue.main.async {
self.isRunning = true
}
print("[AudioInputManager] Audio capture started")
} catch {
print("[AudioInputManager] Failed to start audio capture: \(error)")
}
}
/// Stops audio capture
func stop() {
guard isRunning else { return }
inputNode?.removeTap(onBus: 0)
audioEngine?.stop()
audioEngine = nil
inputNode = nil
DispatchQueue.main.async {
self.isRunning = false
}
print("[AudioInputManager] Audio capture stopped")
}
// MARK: - Private Methods
/// Gets device info for a specific device ID
private func getDeviceInfo(deviceID: AudioDeviceID) -> AudioDevice? {
// Check if device has input channels
var propertyAddress = AudioObjectPropertyAddress(
mSelector: kAudioDevicePropertyStreamConfiguration,
mScope: kAudioDevicePropertyScopeInput,
mElement: kAudioObjectPropertyElementMain
)
var dataSize: UInt32 = 0
var status = AudioObjectGetPropertyDataSize(deviceID, &propertyAddress, 0, nil, &dataSize)
guard status == noErr, dataSize > 0 else { return nil }
let bufferListPointer = UnsafeMutablePointer<AudioBufferList>.allocate(capacity: Int(dataSize))
defer { bufferListPointer.deallocate() }
status = AudioObjectGetPropertyData(deviceID, &propertyAddress, 0, nil, &dataSize, bufferListPointer)
guard status == noErr else { return nil }
let bufferList = UnsafeMutableAudioBufferListPointer(bufferListPointer)
var inputChannelCount: UInt32 = 0
for buffer in bufferList {
inputChannelCount += buffer.mNumberChannels
}
guard inputChannelCount > 0 else { return nil }
// Get device UID
var uid: CFString = "" as CFString
var uidSize = UInt32(MemoryLayout<CFString>.size)
propertyAddress.mSelector = kAudioDevicePropertyDeviceUID
propertyAddress.mScope = kAudioObjectPropertyScopeGlobal
status = AudioObjectGetPropertyData(deviceID, &propertyAddress, 0, nil, &uidSize, &uid)
guard status == noErr else { return nil }
// Get device name
var name: CFString = "" as CFString
var nameSize = UInt32(MemoryLayout<CFString>.size)
propertyAddress.mSelector = kAudioDevicePropertyDeviceNameCFString
status = AudioObjectGetPropertyData(deviceID, &propertyAddress, 0, nil, &nameSize, &name)
guard status == noErr else { return nil }
// Get manufacturer
var manufacturer: CFString = "" as CFString
var manufacturerSize = UInt32(MemoryLayout<CFString>.size)
propertyAddress.mSelector = kAudioDevicePropertyDeviceManufacturerCFString
AudioObjectGetPropertyData(deviceID, &propertyAddress, 0, nil, &manufacturerSize, &manufacturer)
return AudioDevice(
id: deviceID,
uid: uid as String,
name: name as String,
manufacturer: manufacturer as String,
isInput: true
)
}
/// Sets the system default input device
private func setSystemInputDevice(deviceID: AudioDeviceID) {
var deviceIDCopy = deviceID
var propertyAddress = AudioObjectPropertyAddress(
mSelector: kAudioHardwarePropertyDefaultInputDevice,
mScope: kAudioObjectPropertyScopeGlobal,
mElement: kAudioObjectPropertyElementMain
)
let status = AudioObjectSetPropertyData(
AudioObjectID(kAudioObjectSystemObject),
&propertyAddress,
0,
nil,
UInt32(MemoryLayout<AudioDeviceID>.size),
&deviceIDCopy
)
if status != noErr {
print("[AudioInputManager] Failed to set input device: \(status)")
}
}
/// Sets up listener for device changes
private func setupDeviceChangeListener() {
var propertyAddress = AudioObjectPropertyAddress(
mSelector: kAudioHardwarePropertyDevices,
mScope: kAudioObjectPropertyScopeGlobal,
mElement: kAudioObjectPropertyElementMain
)
deviceListenerBlock = { [weak self] _, _ in
DispatchQueue.main.async {
self?.refreshDeviceList()
}
}
if let block = deviceListenerBlock {
AudioObjectAddPropertyListenerBlock(
AudioObjectID(kAudioObjectSystemObject),
&propertyAddress,
DispatchQueue.main,
block
)
}
}
/// Removes device change listener
private func removeDeviceChangeListener() {
guard let block = deviceListenerBlock else { return }
var propertyAddress = AudioObjectPropertyAddress(
mSelector: kAudioHardwarePropertyDevices,
mScope: kAudioObjectPropertyScopeGlobal,
mElement: kAudioObjectPropertyElementMain
)
AudioObjectRemovePropertyListenerBlock(
AudioObjectID(kAudioObjectSystemObject),
&propertyAddress,
DispatchQueue.main,
block
)
}
}
+468
View File
@@ -0,0 +1,468 @@
//
// DSPEngine.swift
// PsytranceVisualizer
//
// Digital Signal Processing engine for audio analysis
//
import Accelerate
import AVFoundation
/// DSP Engine for real-time audio analysis
final class DSPEngine {
// MARK: - Configuration
private let sampleRate: Float = 44100.0
private var fftSize: Int
private let melBandCount: Int = 64
private let subBassUpperFreq: Float = 100.0
private let historySize: Int = 128
// MARK: - FFT Setup
private var fftSetup: vDSP_DFT_Setup?
private var window: [Float]
private var realPart: [Float]
private var imagPart: [Float]
private var magnitudes: [Float]
// MARK: - Mel Filterbank
private var melFilterbank: [[Float]]
private var melOutput: [Float]
// MARK: - Analysis State
private var subBassHistory: [Float]
private var previousMagnitudes: [Float]
private var envelopeValue: Float = 0
private var previousEnvelope: Float = 0
private var pumpHistory: [Float]
private var lastPeakTime: Double = 0
private var peakThreshold: Float = 0.3
// MARK: - Reactivity
private var reactivity: Float = 0.5
private var smoothingFactor: Float = 0.3
// MARK: - Initialization
init(bufferSize: Int = 1024) {
self.fftSize = bufferSize
// Initialize FFT arrays
self.window = [Float](repeating: 0, count: fftSize)
self.realPart = [Float](repeating: 0, count: fftSize)
self.imagPart = [Float](repeating: 0, count: fftSize)
self.magnitudes = [Float](repeating: 0, count: fftSize / 2)
self.previousMagnitudes = [Float](repeating: 0, count: fftSize / 2)
// Initialize Mel arrays
self.melOutput = [Float](repeating: 0, count: melBandCount)
self.melFilterbank = []
// Initialize history arrays
self.subBassHistory = [Float](repeating: 0, count: historySize)
self.pumpHistory = [Float](repeating: 0, count: 64)
// Create Hann window
vDSP_hann_window(&window, vDSP_Length(fftSize), Int32(vDSP_HANN_NORM))
// Create FFT setup
fftSetup = vDSP_DFT_zop_CreateSetup(
nil,
vDSP_Length(fftSize),
.FORWARD
)
// Build Mel filterbank
buildMelFilterbank()
}
deinit {
if let setup = fftSetup {
vDSP_DFT_DestroySetup(setup)
}
}
// MARK: - Public Methods
/// Sets reactivity value (0.0 - 1.0)
func setReactivity(_ value: Float) {
reactivity = max(0.0, min(1.0, value))
// Adjust smoothing based on reactivity (higher reactivity = less smoothing)
smoothingFactor = 0.1 + (1.0 - reactivity) * 0.4
}
/// Reconfigures for new buffer size
func setBufferSize(_ size: Int) {
guard size != fftSize else { return }
fftSize = size
// Reinitialize arrays
window = [Float](repeating: 0, count: fftSize)
realPart = [Float](repeating: 0, count: fftSize)
imagPart = [Float](repeating: 0, count: fftSize)
magnitudes = [Float](repeating: 0, count: fftSize / 2)
previousMagnitudes = [Float](repeating: 0, count: fftSize / 2)
// Recreate window
vDSP_hann_window(&window, vDSP_Length(fftSize), Int32(vDSP_HANN_NORM))
// Recreate FFT setup
if let setup = fftSetup {
vDSP_DFT_DestroySetup(setup)
}
fftSetup = vDSP_DFT_zop_CreateSetup(nil, vDSP_Length(fftSize), .FORWARD)
// Rebuild filterbank
buildMelFilterbank()
}
/// Processes audio buffer and returns analysis data
func process(buffer: AVAudioPCMBuffer) -> AudioAnalysisData {
guard let channelData = buffer.floatChannelData else {
return .empty
}
let frameCount = Int(buffer.frameLength)
let channelCount = Int(buffer.format.channelCount)
// Extract stereo channels
var leftChannel = [Float](repeating: 0, count: frameCount)
var rightChannel = [Float](repeating: 0, count: frameCount)
if channelCount >= 1 {
leftChannel = Array(UnsafeBufferPointer(start: channelData[0], count: frameCount))
}
if channelCount >= 2 {
rightChannel = Array(UnsafeBufferPointer(start: channelData[1], count: frameCount))
} else {
rightChannel = leftChannel
}
// Mix to mono for analysis
var monoBuffer = [Float](repeating: 0, count: frameCount)
vDSP_vadd(leftChannel, 1, rightChannel, 1, &monoBuffer, 1, vDSP_Length(frameCount))
var half: Float = 0.5
vDSP_vsmul(monoBuffer, 1, &half, &monoBuffer, 1, vDSP_Length(frameCount))
// Calculate RMS
var rmsValue: Float = 0
vDSP_rmsqv(monoBuffer, 1, &rmsValue, vDSP_Length(frameCount))
// Perform FFT
let fftMagnitudes = performFFT(monoBuffer)
// Calculate Mel bands
let melBands = calculateMelBands(from: fftMagnitudes)
// Extract sub-bass
let subBassEnergy = calculateSubBassEnergy(from: fftMagnitudes)
// Update sub-bass history
subBassHistory.removeFirst()
subBassHistory.append(subBassEnergy)
// Calculate sidechain envelope and pump detection
let (envelope, pumpAmount, isPumping) = detectSidechainPump(subBassEnergy: subBassEnergy)
// Calculate HNR
let hnrRatio = calculateHNR(buffer: monoBuffer)
// Detect peaks/transients
let (isPeak, peakIntensity) = detectPeak(rms: rmsValue)
// Calculate spectral centroid
let spectralCentroid = calculateSpectralCentroid(magnitudes: fftMagnitudes)
return AudioAnalysisData(
fftMagnitudes: fftMagnitudes,
melBands: melBands,
subBassEnergy: subBassEnergy,
subBassHistory: subBassHistory,
sidechainEnvelope: envelope,
sidechainPumpAmount: pumpAmount,
isPumping: isPumping,
hnrRatio: hnrRatio,
isPeak: isPeak,
peakIntensity: peakIntensity,
leftChannel: leftChannel,
rightChannel: rightChannel,
spectralCentroid: spectralCentroid,
rmsLevel: rmsValue
)
}
// MARK: - FFT
private func performFFT(_ buffer: [Float]) -> [Float] {
guard let setup = fftSetup else { return magnitudes }
let count = min(buffer.count, fftSize)
// Apply window
var windowedBuffer = [Float](repeating: 0, count: fftSize)
for i in 0..<count {
windowedBuffer[i] = buffer[i] * window[i]
}
// Prepare for DFT (separate into real and imaginary)
for i in 0..<fftSize {
realPart[i] = windowedBuffer[i]
imagPart[i] = 0
}
// Perform DFT
var outputReal = [Float](repeating: 0, count: fftSize)
var outputImag = [Float](repeating: 0, count: fftSize)
vDSP_DFT_Execute(setup, realPart, imagPart, &outputReal, &outputImag)
// Calculate magnitudes
let halfSize = fftSize / 2
var newMagnitudes = [Float](repeating: 0, count: halfSize)
for i in 0..<halfSize {
let real = outputReal[i]
let imag = outputImag[i]
newMagnitudes[i] = sqrt(real * real + imag * imag) / Float(fftSize)
}
// Apply smoothing
for i in 0..<halfSize {
magnitudes[i] = magnitudes[i] * smoothingFactor + newMagnitudes[i] * (1.0 - smoothingFactor)
}
previousMagnitudes = magnitudes
return magnitudes
}
// MARK: - Mel Filterbank
private func buildMelFilterbank() {
let halfFFT = fftSize / 2
let nyquist = sampleRate / 2.0
// Mel scale conversion
func hzToMel(_ hz: Float) -> Float {
return 2595.0 * log10(1.0 + hz / 700.0)
}
func melToHz(_ mel: Float) -> Float {
return 700.0 * (pow(10.0, mel / 2595.0) - 1.0)
}
let melMin = hzToMel(20.0)
let melMax = hzToMel(nyquist)
// Create mel points
var melPoints = [Float](repeating: 0, count: melBandCount + 2)
for i in 0..<melBandCount + 2 {
melPoints[i] = melMin + Float(i) * (melMax - melMin) / Float(melBandCount + 1)
}
// Convert back to Hz
var hzPoints = melPoints.map { melToHz($0) }
// Convert to FFT bins
var binPoints = hzPoints.map { Int($0 / nyquist * Float(halfFFT)) }
// Build triangular filters
melFilterbank = []
for m in 1...melBandCount {
var filter = [Float](repeating: 0, count: halfFFT)
let startBin = binPoints[m - 1]
let centerBin = binPoints[m]
let endBin = binPoints[m + 1]
// Rising edge
for k in startBin..<centerBin {
if centerBin != startBin {
filter[k] = Float(k - startBin) / Float(centerBin - startBin)
}
}
// Falling edge
for k in centerBin..<endBin {
if endBin != centerBin {
filter[k] = Float(endBin - k) / Float(endBin - centerBin)
}
}
melFilterbank.append(filter)
}
}
private func calculateMelBands(from magnitudes: [Float]) -> [Float] {
var result = [Float](repeating: 0, count: melBandCount)
for (i, filter) in melFilterbank.enumerated() {
var sum: Float = 0
let count = min(filter.count, magnitudes.count)
for j in 0..<count {
sum += magnitudes[j] * filter[j]
}
// Apply logarithmic scaling
result[i] = log10(1.0 + sum * 10.0) / log10(11.0)
}
// Apply smoothing to mel output
for i in 0..<melBandCount {
melOutput[i] = melOutput[i] * smoothingFactor + result[i] * (1.0 - smoothingFactor)
}
return melOutput
}
// MARK: - Sub-Bass Analysis
private func calculateSubBassEnergy(from magnitudes: [Float]) -> Float {
let binFrequency = sampleRate / Float(fftSize)
let subBassBinCount = Int(subBassUpperFreq / binFrequency)
guard subBassBinCount > 0, magnitudes.count >= subBassBinCount else { return 0 }
var sum: Float = 0
for i in 0..<subBassBinCount {
sum += magnitudes[i] * magnitudes[i]
}
let rms = sqrt(sum / Float(subBassBinCount))
// Normalize and apply gain
let normalized = min(1.0, rms * 5.0 * (1.0 + reactivity))
return normalized
}
// MARK: - Sidechain Pump Detection
private func detectSidechainPump(subBassEnergy: Float) -> (envelope: Float, pumpAmount: Float, isPumping: Bool) {
// Envelope follower with fast attack, slow release
let attackTime: Float = 0.005 // 5ms attack
let releaseTime: Float = 0.15 // 150ms release
let attackCoeff = exp(-1.0 / (sampleRate * attackTime))
let releaseCoeff = exp(-1.0 / (sampleRate * releaseTime))
if subBassEnergy > envelopeValue {
envelopeValue = attackCoeff * envelopeValue + (1.0 - attackCoeff) * subBassEnergy
} else {
envelopeValue = releaseCoeff * envelopeValue + (1.0 - releaseCoeff) * subBassEnergy
}
// Update pump history
pumpHistory.removeFirst()
pumpHistory.append(envelopeValue)
// Analyze pump periodicity
var pumpAmount: Float = 0
var isPumping = false
// Look for characteristic pump pattern (rise and fall)
let derivative = envelopeValue - previousEnvelope
previousEnvelope = envelopeValue
// Detect pump by finding periodic envelope variations
if pumpHistory.count >= 32 {
let recent = Array(pumpHistory.suffix(32))
var variance: Float = 0
let mean = recent.reduce(0, +) / Float(recent.count)
for value in recent {
variance += (value - mean) * (value - mean)
}
variance /= Float(recent.count)
// Higher variance = more pumping
pumpAmount = min(1.0, sqrt(variance) * 4.0)
isPumping = pumpAmount > 0.3 && abs(derivative) > 0.02
}
return (envelopeValue, pumpAmount, isPumping)
}
// MARK: - HNR Calculation
private func calculateHNR(buffer: [Float]) -> Float {
// Use autocorrelation to estimate harmonicity
let frameSize = min(buffer.count, 512)
var autocorr = [Float](repeating: 0, count: frameSize)
// Compute autocorrelation
vDSP_conv(buffer, 1, buffer, 1, &autocorr, 1, vDSP_Length(frameSize), vDSP_Length(frameSize))
// Find the peak in autocorrelation (excluding lag 0)
let minLag = 20 // Minimum lag to avoid DC component
let maxLag = min(frameSize - 1, 400) // Maximum lag
guard maxLag > minLag else { return 0.5 }
var maxValue: Float = 0
var maxIndex: vDSP_Length = 0
let searchRange = Array(autocorr[minLag...maxLag])
vDSP_maxvi(searchRange, 1, &maxValue, &maxIndex, vDSP_Length(searchRange.count))
// Calculate HNR as ratio of peak to first value
let noiseFloor = autocorr.suffix(from: maxLag).reduce(0) { $0 + abs($1) } / Float(frameSize - maxLag)
let harmonicPower = maxValue
let noisePower = max(noiseFloor, 0.0001)
// Convert to 0-1 range
let hnr = harmonicPower / (harmonicPower + noisePower)
return max(0.0, min(1.0, hnr))
}
// MARK: - Peak Detection
private var previousRMS: Float = 0
private var rmsHistory: [Float] = Array(repeating: 0, count: 16)
private func detectPeak(rms: Float) -> (isPeak: Bool, intensity: Float) {
// Update history
rmsHistory.removeFirst()
rmsHistory.append(rms)
// Calculate moving average
let average = rmsHistory.reduce(0, +) / Float(rmsHistory.count)
// Detect sudden increase
let increase = rms - previousRMS
let threshold = average * (0.5 + reactivity * 0.5)
previousRMS = rms
let isPeak = increase > threshold && rms > average * 1.5
let intensity = isPeak ? min(1.0, increase / max(average, 0.01) * 2.0) : 0
return (isPeak, intensity)
}
// MARK: - Spectral Centroid
private func calculateSpectralCentroid(magnitudes: [Float]) -> Float {
var weightedSum: Float = 0
var sum: Float = 0
for (i, mag) in magnitudes.enumerated() {
weightedSum += Float(i) * mag
sum += mag
}
guard sum > 0 else { return 0.5 }
let centroid = weightedSum / sum
let normalized = centroid / Float(magnitudes.count)
return max(0.0, min(1.0, normalized))
}
}
@@ -0,0 +1,90 @@
//
// AppSettings.swift
// PsytranceVisualizer
//
// Persistent application settings
//
import Foundation
/// Application settings that are persisted between sessions
struct AppSettings: Codable {
/// Selected audio input device UID
var selectedAudioDeviceUID: String?
/// Audio buffer size (512 or 1024 samples)
var bufferSize: Int
/// Last used visualization mode (1-8)
var lastVisualizationMode: Int
/// Reactivity slider value (0.0 - 1.0)
var reactivity: Float
/// Whether app was in fullscreen mode
var isFullscreen: Bool
/// Last window frame (for restoration)
var windowFrame: CodableRect?
/// Volume/gain adjustment
var inputGain: Float
/// Whether to show FPS counter
var showFPS: Bool
/// Default settings
static var `default`: AppSettings {
AppSettings(
selectedAudioDeviceUID: nil,
bufferSize: 1024,
lastVisualizationMode: 1,
reactivity: 0.5,
isFullscreen: false,
windowFrame: nil,
inputGain: 1.0,
showFPS: false
)
}
/// Available buffer sizes
static let availableBufferSizes = [512, 1024]
/// Validates and clamps settings to valid ranges
mutating func validate() {
// Clamp buffer size to valid options
if !AppSettings.availableBufferSizes.contains(bufferSize) {
bufferSize = 1024
}
// Clamp visualization mode
if lastVisualizationMode < 1 || lastVisualizationMode > 8 {
lastVisualizationMode = 1
}
// Clamp reactivity
reactivity = max(0.0, min(1.0, reactivity))
// Clamp input gain
inputGain = max(0.0, min(2.0, inputGain))
}
}
/// Codable wrapper for CGRect
struct CodableRect: Codable {
var x: Double
var y: Double
var width: Double
var height: Double
init(from rect: CGRect) {
self.x = Double(rect.origin.x)
self.y = Double(rect.origin.y)
self.width = Double(rect.size.width)
self.height = Double(rect.size.height)
}
var cgRect: CGRect {
CGRect(x: x, y: y, width: width, height: height)
}
}
@@ -0,0 +1,111 @@
//
// AudioAnalysisData.swift
// PsytranceVisualizer
//
// Audio analysis data structure containing all DSP results
//
import Foundation
/// Contains all audio analysis data computed by DSPEngine
struct AudioAnalysisData {
// MARK: - FFT Data
/// Raw FFT magnitude spectrum
var fftMagnitudes: [Float]
// MARK: - Mel Spectrogram
/// 64 Mel frequency bands
var melBands: [Float]
// MARK: - Sub-Bass Analysis
/// RMS energy below 100Hz (0.0 - 1.0)
var subBassEnergy: Float
/// History buffer for time-based visualization
var subBassHistory: [Float]
// MARK: - Sidechain Detection
/// Current envelope follower value (0.0 - 1.0)
var sidechainEnvelope: Float
/// Detected pumping amount (0.0 - 1.0)
var sidechainPumpAmount: Float
/// Whether pump is currently active
var isPumping: Bool
// MARK: - Harmonic-to-Noise Ratio
/// HNR ratio (0.0 = noise, 1.0 = pure harmonic)
var hnrRatio: Float
// MARK: - Transient Detection
/// Whether a transient peak was detected
var isPeak: Bool
/// Intensity of the detected peak (0.0 - 1.0)
var peakIntensity: Float
// MARK: - Stereo Channels
/// Left channel samples
var leftChannel: [Float]
/// Right channel samples
var rightChannel: [Float]
// MARK: - Additional Analysis
/// Spectral centroid (brightness) normalized 0.0 - 1.0
var spectralCentroid: Float
/// Overall RMS level
var rmsLevel: Float
// MARK: - Initialization
/// Creates an empty AudioAnalysisData with default values
static var empty: AudioAnalysisData {
AudioAnalysisData(
fftMagnitudes: [],
melBands: Array(repeating: 0, count: 64),
subBassEnergy: 0,
subBassHistory: [],
sidechainEnvelope: 0,
sidechainPumpAmount: 0,
isPumping: false,
hnrRatio: 0.5,
isPeak: false,
peakIntensity: 0,
leftChannel: [],
rightChannel: [],
spectralCentroid: 0.5,
rmsLevel: 0
)
}
/// Creates AudioAnalysisData with specified FFT size
static func create(fftSize: Int) -> AudioAnalysisData {
AudioAnalysisData(
fftMagnitudes: Array(repeating: 0, count: fftSize / 2),
melBands: Array(repeating: 0, count: 64),
subBassEnergy: 0,
subBassHistory: Array(repeating: 0, count: 128),
sidechainEnvelope: 0,
sidechainPumpAmount: 0,
isPumping: false,
hnrRatio: 0.5,
isPeak: false,
peakIntensity: 0,
leftChannel: [],
rightChannel: [],
spectralCentroid: 0.5,
rmsLevel: 0
)
}
}
@@ -0,0 +1,109 @@
//
// VisualizationMode.swift
// PsytranceVisualizer
//
// Enumeration of all available visualization modes
//
import Foundation
/// Available visualization modes, accessible via keyboard shortcuts 1-8
enum VisualizationMode: Int, CaseIterable, Codable {
case fftClassic = 1
case melSpectrogram = 2
case subBass = 3
case sidechainPump = 4
case hnr = 5
case mandelbrot = 6
case tunnelWarp = 7
case dmtGeometry = 8
/// Display name for UI
var displayName: String {
switch self {
case .fftClassic:
return "FFT Classic"
case .melSpectrogram:
return "Mel Spektrogramm"
case .subBass:
return "Sub-Bass (<100Hz)"
case .sidechainPump:
return "Sidechain Pump"
case .hnr:
return "Harmonic/Noise"
case .mandelbrot:
return "Mandelbrot"
case .tunnelWarp:
return "Tunnel Warp"
case .dmtGeometry:
return "DMT Geometry"
}
}
/// Keyboard shortcut (1-8)
var shortcut: String {
return "\(self.rawValue)"
}
/// Metal shader function name
var shaderFunctionName: String {
switch self {
case .fftClassic:
return "fftClassicFragment"
case .melSpectrogram:
return "melSpectrogramFragment"
case .subBass:
return "subBassFragment"
case .sidechainPump:
return "sidechainPumpFragment"
case .hnr:
return "hnrFragment"
case .mandelbrot:
return "mandelbrotFragment"
case .tunnelWarp:
return "tunnelWarpFragment"
case .dmtGeometry:
return "dmtGeometryFragment"
}
}
/// Description of the visualization
var description: String {
switch self {
case .fftClassic:
return "Classic frequency spectrum bars with glow effects"
case .melSpectrogram:
return "64-band Mel spectrogram with scrolling waterfall display"
case .subBass:
return "Pulsating rings visualizing sub-bass energy below 100Hz"
case .sidechainPump:
return "Breathing zoom effect synchronized to sidechain pumping"
case .hnr:
return "Harmonic vs noise visualization with geometric shapes"
case .mandelbrot:
return "Audio-reactive Mandelbrot fractal with zoom and color cycling"
case .tunnelWarp:
return "Infinite tunnel effect with warp distortion"
case .dmtGeometry:
return "Sacred geometry patterns: Flower of Life, Metatron's Cube, Sri Yantra"
}
}
/// Creates mode from keyboard key code
static func fromKeyCode(_ keyCode: UInt16) -> VisualizationMode? {
// Key codes for 1-8 on US keyboard
let keyCodes: [UInt16: Int] = [
18: 1, // 1
19: 2, // 2
20: 3, // 3
21: 4, // 4
23: 5, // 5
22: 6, // 6
26: 7, // 7
28: 8 // 8
]
guard let modeNumber = keyCodes[keyCode] else { return nil }
return VisualizationMode(rawValue: modeNumber)
}
}
+41
View File
@@ -0,0 +1,41 @@
// swift-tools-version: 5.9
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "PsytranceVisualizer",
platforms: [
.macOS(.v13)
],
products: [
.executable(
name: "PsytranceVisualizer",
targets: ["PsytranceVisualizer"]
)
],
targets: [
.executableTarget(
name: "PsytranceVisualizer",
path: ".",
exclude: [
"Package.swift",
"README.md"
],
sources: [
"App",
"Audio",
"Models",
"Rendering",
"UI",
"Utilities"
],
resources: [
.process("Resources")
],
swiftSettings: [
.unsafeFlags(["-enable-bare-slash-regex"])
]
)
]
)
@@ -0,0 +1,465 @@
// !$*UTF8*$!
{
archiveVersion = 1;
classes = {
};
objectVersion = 56;
objects = {
/* Begin PBXBuildFile section */
1100000000000001 /* PsytranceVisualizerApp.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000001 /* PsytranceVisualizerApp.swift */; };
1100000000000002 /* AppDelegate.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000002 /* AppDelegate.swift */; };
1100000000000003 /* AudioInputManager.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000003 /* AudioInputManager.swift */; };
1100000000000004 /* DSPEngine.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000004 /* DSPEngine.swift */; };
1100000000000005 /* AudioAnalysisData.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000005 /* AudioAnalysisData.swift */; };
1100000000000006 /* VisualizationMode.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000006 /* VisualizationMode.swift */; };
1100000000000007 /* AppSettings.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000007 /* AppSettings.swift */; };
1100000000000008 /* MetalRenderer.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000008 /* MetalRenderer.swift */; };
1100000000000009 /* Common.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000009 /* Common.metal */; };
1100000000000010 /* FFTClassicShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000010 /* FFTClassicShader.metal */; };
1100000000000011 /* MelSpectrogramShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000011 /* MelSpectrogramShader.metal */; };
1100000000000012 /* SubBassShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000012 /* SubBassShader.metal */; };
1100000000000013 /* SidechainPumpShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000013 /* SidechainPumpShader.metal */; };
1100000000000014 /* HNRShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000014 /* HNRShader.metal */; };
1100000000000015 /* MandelbrotShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000015 /* MandelbrotShader.metal */; };
1100000000000016 /* TunnelWarpShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000016 /* TunnelWarpShader.metal */; };
1100000000000017 /* DMTGeometryShader.metal in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000017 /* DMTGeometryShader.metal */; };
1100000000000018 /* MainWindow.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000018 /* MainWindow.swift */; };
1100000000000019 /* ControlPanel.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000019 /* ControlPanel.swift */; };
1100000000000020 /* VisualizerView.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000020 /* VisualizerView.swift */; };
1100000000000021 /* SettingsManager.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000021 /* SettingsManager.swift */; };
1100000000000022 /* ColorPalette.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2100000000000022 /* ColorPalette.swift */; };
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
2000000000000001 /* PsytranceVisualizer.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = PsytranceVisualizer.app; sourceTree = BUILT_PRODUCTS_DIR; };
2100000000000001 /* PsytranceVisualizerApp.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = PsytranceVisualizerApp.swift; sourceTree = "<group>"; };
2100000000000002 /* AppDelegate.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = AppDelegate.swift; sourceTree = "<group>"; };
2100000000000003 /* AudioInputManager.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = AudioInputManager.swift; sourceTree = "<group>"; };
2100000000000004 /* DSPEngine.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = DSPEngine.swift; sourceTree = "<group>"; };
2100000000000005 /* AudioAnalysisData.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = AudioAnalysisData.swift; sourceTree = "<group>"; };
2100000000000006 /* VisualizationMode.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = VisualizationMode.swift; sourceTree = "<group>"; };
2100000000000007 /* AppSettings.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = AppSettings.swift; sourceTree = "<group>"; };
2100000000000008 /* MetalRenderer.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = MetalRenderer.swift; sourceTree = "<group>"; };
2100000000000009 /* Common.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = Common.metal; sourceTree = "<group>"; };
2100000000000010 /* FFTClassicShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = FFTClassicShader.metal; sourceTree = "<group>"; };
2100000000000011 /* MelSpectrogramShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = MelSpectrogramShader.metal; sourceTree = "<group>"; };
2100000000000012 /* SubBassShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = SubBassShader.metal; sourceTree = "<group>"; };
2100000000000013 /* SidechainPumpShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = SidechainPumpShader.metal; sourceTree = "<group>"; };
2100000000000014 /* HNRShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = HNRShader.metal; sourceTree = "<group>"; };
2100000000000015 /* MandelbrotShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = MandelbrotShader.metal; sourceTree = "<group>"; };
2100000000000016 /* TunnelWarpShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = TunnelWarpShader.metal; sourceTree = "<group>"; };
2100000000000017 /* DMTGeometryShader.metal */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.metal; path = DMTGeometryShader.metal; sourceTree = "<group>"; };
2100000000000018 /* MainWindow.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = MainWindow.swift; sourceTree = "<group>"; };
2100000000000019 /* ControlPanel.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = ControlPanel.swift; sourceTree = "<group>"; };
2100000000000020 /* VisualizerView.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = VisualizerView.swift; sourceTree = "<group>"; };
2100000000000021 /* SettingsManager.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = SettingsManager.swift; sourceTree = "<group>"; };
2100000000000022 /* ColorPalette.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = ColorPalette.swift; sourceTree = "<group>"; };
2100000000000023 /* Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = Info.plist; sourceTree = "<group>"; };
2100000000000024 /* PsytranceVisualizer.entitlements */ = {isa = PBXFileReference; lastKnownFileType = text.plist.entitlements; path = PsytranceVisualizer.entitlements; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
3000000000000001 /* Frameworks */ = {
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXFrameworksBuildPhase section */
/* Begin PBXGroup section */
4000000000000001 = {
isa = PBXGroup;
children = (
4000000000000002 /* App */,
4000000000000003 /* Audio */,
4000000000000004 /* Models */,
4000000000000005 /* Rendering */,
4000000000000007 /* UI */,
4000000000000008 /* Utilities */,
4000000000000009 /* Resources */,
4000000000000010 /* Products */,
);
sourceTree = "<group>";
};
4000000000000002 /* App */ = {
isa = PBXGroup;
children = (
2100000000000001 /* PsytranceVisualizerApp.swift */,
2100000000000002 /* AppDelegate.swift */,
);
path = App;
sourceTree = "<group>";
};
4000000000000003 /* Audio */ = {
isa = PBXGroup;
children = (
2100000000000003 /* AudioInputManager.swift */,
2100000000000004 /* DSPEngine.swift */,
);
path = Audio;
sourceTree = "<group>";
};
4000000000000004 /* Models */ = {
isa = PBXGroup;
children = (
2100000000000005 /* AudioAnalysisData.swift */,
2100000000000006 /* VisualizationMode.swift */,
2100000000000007 /* AppSettings.swift */,
);
path = Models;
sourceTree = "<group>";
};
4000000000000005 /* Rendering */ = {
isa = PBXGroup;
children = (
2100000000000008 /* MetalRenderer.swift */,
4000000000000006 /* Shaders */,
);
path = Rendering;
sourceTree = "<group>";
};
4000000000000006 /* Shaders */ = {
isa = PBXGroup;
children = (
2100000000000009 /* Common.metal */,
2100000000000010 /* FFTClassicShader.metal */,
2100000000000011 /* MelSpectrogramShader.metal */,
2100000000000012 /* SubBassShader.metal */,
2100000000000013 /* SidechainPumpShader.metal */,
2100000000000014 /* HNRShader.metal */,
2100000000000015 /* MandelbrotShader.metal */,
2100000000000016 /* TunnelWarpShader.metal */,
2100000000000017 /* DMTGeometryShader.metal */,
);
path = Shaders;
sourceTree = "<group>";
};
4000000000000007 /* UI */ = {
isa = PBXGroup;
children = (
2100000000000018 /* MainWindow.swift */,
2100000000000019 /* ControlPanel.swift */,
2100000000000020 /* VisualizerView.swift */,
);
path = UI;
sourceTree = "<group>";
};
4000000000000008 /* Utilities */ = {
isa = PBXGroup;
children = (
2100000000000021 /* SettingsManager.swift */,
2100000000000022 /* ColorPalette.swift */,
);
path = Utilities;
sourceTree = "<group>";
};
4000000000000009 /* Resources */ = {
isa = PBXGroup;
children = (
2100000000000023 /* Info.plist */,
2100000000000024 /* PsytranceVisualizer.entitlements */,
);
path = Resources;
sourceTree = "<group>";
};
4000000000000010 /* Products */ = {
isa = PBXGroup;
children = (
2000000000000001 /* PsytranceVisualizer.app */,
);
name = Products;
sourceTree = "<group>";
};
/* End PBXGroup section */
/* Begin PBXNativeTarget section */
5000000000000001 /* PsytranceVisualizer */ = {
isa = PBXNativeTarget;
buildConfigurationList = 6000000000000003 /* Build configuration list for PBXNativeTarget "PsytranceVisualizer" */;
buildPhases = (
5000000000000002 /* Sources */,
3000000000000001 /* Frameworks */,
5000000000000003 /* Resources */,
);
buildRules = (
);
dependencies = (
);
name = PsytranceVisualizer;
productName = PsytranceVisualizer;
productReference = 2000000000000001 /* PsytranceVisualizer.app */;
productType = "com.apple.product-type.application";
};
/* End PBXNativeTarget section */
/* Begin PBXProject section */
0000000000000001 /* Project object */ = {
isa = PBXProject;
attributes = {
BuildIndependentTargetsInParallel = 1;
LastSwiftUpdateCheck = 1500;
LastUpgradeCheck = 1500;
TargetAttributes = {
5000000000000001 = {
CreatedOnToolsVersion = 15.0;
};
};
};
buildConfigurationList = 6000000000000001 /* Build configuration list for PBXProject "PsytranceVisualizer" */;
compatibilityVersion = "Xcode 14.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
en,
Base,
);
mainGroup = 4000000000000001;
productRefGroup = 4000000000000010 /* Products */;
projectDirPath = "";
projectRoot = "";
targets = (
5000000000000001 /* PsytranceVisualizer */,
);
};
/* End PBXProject section */
/* Begin PBXResourcesBuildPhase section */
5000000000000003 /* Resources */ = {
isa = PBXResourcesBuildPhase;
buildActionMask = 2147483647;
files = (
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXResourcesBuildPhase section */
/* Begin PBXSourcesBuildPhase section */
5000000000000002 /* Sources */ = {
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
1100000000000001 /* PsytranceVisualizerApp.swift in Sources */,
1100000000000002 /* AppDelegate.swift in Sources */,
1100000000000003 /* AudioInputManager.swift in Sources */,
1100000000000004 /* DSPEngine.swift in Sources */,
1100000000000005 /* AudioAnalysisData.swift in Sources */,
1100000000000006 /* VisualizationMode.swift in Sources */,
1100000000000007 /* AppSettings.swift in Sources */,
1100000000000008 /* MetalRenderer.swift in Sources */,
1100000000000009 /* Common.metal in Sources */,
1100000000000010 /* FFTClassicShader.metal in Sources */,
1100000000000011 /* MelSpectrogramShader.metal in Sources */,
1100000000000012 /* SubBassShader.metal in Sources */,
1100000000000013 /* SidechainPumpShader.metal in Sources */,
1100000000000014 /* HNRShader.metal in Sources */,
1100000000000015 /* MandelbrotShader.metal in Sources */,
1100000000000016 /* TunnelWarpShader.metal in Sources */,
1100000000000017 /* DMTGeometryShader.metal in Sources */,
1100000000000018 /* MainWindow.swift in Sources */,
1100000000000019 /* ControlPanel.swift in Sources */,
1100000000000020 /* VisualizerView.swift in Sources */,
1100000000000021 /* SettingsManager.swift in Sources */,
1100000000000022 /* ColorPalette.swift in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXSourcesBuildPhase section */
/* Begin XCBuildConfiguration section */
6100000000000001 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_ANALYZER_NONNULL = YES;
CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
CLANG_CXX_LANGUAGE_STANDARD = "gnu++20";
CLANG_ENABLE_MODULES = YES;
CLANG_ENABLE_OBJC_ARC = YES;
CLANG_ENABLE_OBJC_WEAK = YES;
CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_COMMA = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INFINITE_RECURSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
DEBUG_INFORMATION_FORMAT = dwarf;
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO;
GCC_NO_COMMON_BLOCKS = YES;
GCC_OPTIMIZATION_LEVEL = 0;
GCC_PREPROCESSOR_DEFINITIONS = (
"DEBUG=1",
"$(inherited)",
);
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
MACOSX_DEPLOYMENT_TARGET = 13.0;
MTL_ENABLE_DEBUG_INFO = INCLUDE_SOURCE;
MTL_FAST_MATH = YES;
ONLY_ACTIVE_ARCH = YES;
SDKROOT = macosx;
SWIFT_ACTIVE_COMPILATION_CONDITIONS = DEBUG;
SWIFT_OPTIMIZATION_LEVEL = "-Onone";
};
name = Debug;
};
6100000000000002 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_ANALYZER_NONNULL = YES;
CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
CLANG_CXX_LANGUAGE_STANDARD = "gnu++20";
CLANG_ENABLE_MODULES = YES;
CLANG_ENABLE_OBJC_ARC = YES;
CLANG_ENABLE_OBJC_WEAK = YES;
CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_COMMA = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INFINITE_RECURSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
MACOSX_DEPLOYMENT_TARGET = 13.0;
MTL_ENABLE_DEBUG_INFO = NO;
MTL_FAST_MATH = YES;
SDKROOT = macosx;
SWIFT_COMPILATION_MODE = wholemodule;
SWIFT_OPTIMIZATION_LEVEL = "-O";
};
name = Release;
};
6100000000000003 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Resources/PsytranceVisualizer.entitlements;
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
CURRENT_PROJECT_VERSION = 1;
ENABLE_HARDENED_RUNTIME = YES;
GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Resources/Info.plist;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.music";
INFOPLIST_KEY_NSHumanReadableCopyright = "";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Psytrance Visualizer needs access to your audio input to visualize music in real-time.";
INFOPLIST_KEY_NSPrincipalClass = NSApplication;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MARKETING_VERSION = 1.0;
PRODUCT_BUNDLE_IDENTIFIER = com.psytrance.visualizer;
PRODUCT_NAME = "$(TARGET_NAME)";
SWIFT_EMIT_LOC_STRINGS = YES;
SWIFT_VERSION = 5.0;
};
name = Debug;
};
6100000000000004 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Resources/PsytranceVisualizer.entitlements;
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
CURRENT_PROJECT_VERSION = 1;
ENABLE_HARDENED_RUNTIME = YES;
GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Resources/Info.plist;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.music";
INFOPLIST_KEY_NSHumanReadableCopyright = "";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Psytrance Visualizer needs access to your audio input to visualize music in real-time.";
INFOPLIST_KEY_NSPrincipalClass = NSApplication;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MARKETING_VERSION = 1.0;
PRODUCT_BUNDLE_IDENTIFIER = com.psytrance.visualizer;
PRODUCT_NAME = "$(TARGET_NAME)";
SWIFT_EMIT_LOC_STRINGS = YES;
SWIFT_VERSION = 5.0;
};
name = Release;
};
/* End XCBuildConfiguration section */
/* Begin XCConfigurationList section */
6000000000000001 /* Build configuration list for PBXProject "PsytranceVisualizer" */ = {
isa = XCConfigurationList;
buildConfigurations = (
6100000000000001 /* Debug */,
6100000000000002 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
6000000000000003 /* Build configuration list for PBXNativeTarget "PsytranceVisualizer" */ = {
isa = XCConfigurationList;
buildConfigurations = (
6100000000000003 /* Debug */,
6100000000000004 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};
rootObject = 0000000000000001 /* Project object */;
}
@@ -0,0 +1,279 @@
//
// MetalRenderer.swift
// PsytranceVisualizer
//
// Metal-based renderer for all visualization modes
//
import MetalKit
import simd
/// Uniform data passed to all shaders
struct ShaderUniforms {
var time: Float
var resolution: SIMD2<Float>
var reactivity: Float
// Audio analysis data
var subBassEnergy: Float
var sidechainPump: Float
var sidechainEnvelope: Float
var hnrRatio: Float
var isPeak: Float
var peakIntensity: Float
var spectralCentroid: Float
var rmsLevel: Float
// Visualization mode (1-8)
var mode: Int32
// Padding for Metal alignment
var padding: SIMD2<Float> = .zero
}
/// Metal renderer managing all visualization shaders
final class MetalRenderer: NSObject, ObservableObject {
// MARK: - Properties
private let device: MTLDevice
private let commandQueue: MTLCommandQueue
private var pipelineStates: [VisualizationMode: MTLRenderPipelineState] = [:]
private var currentPipelineState: MTLRenderPipelineState?
@Published private(set) var currentMode: VisualizationMode = .fftClassic
// MARK: - Buffers
private var uniformBuffer: MTLBuffer?
private var fftBuffer: MTLBuffer?
private var melBuffer: MTLBuffer?
private var subBassHistoryBuffer: MTLBuffer?
// MARK: - State
private var startTime: CFAbsoluteTime
private var uniforms = ShaderUniforms(
time: 0,
resolution: SIMD2<Float>(1920, 1080),
reactivity: 0.5,
subBassEnergy: 0,
sidechainPump: 0,
sidechainEnvelope: 0,
hnrRatio: 0.5,
isPeak: 0,
peakIntensity: 0,
spectralCentroid: 0.5,
rmsLevel: 0,
mode: 1
)
private var audioData: AudioAnalysisData = .empty
// MARK: - Constants
private let maxFFTSize = 1024
private let melBandCount = 64
private let historySize = 128
// MARK: - Initialization
init?(device: MTLDevice) {
guard let queue = device.makeCommandQueue() else {
print("[MetalRenderer] Failed to create command queue")
return nil
}
self.device = device
self.commandQueue = queue
self.startTime = CFAbsoluteTimeGetCurrent()
super.init()
createBuffers()
loadShaders()
}
// MARK: - Public Methods
/// Sets the current visualization mode
func setVisualizationMode(_ mode: VisualizationMode) {
currentMode = mode
currentPipelineState = pipelineStates[mode]
uniforms.mode = Int32(mode.rawValue)
print("[MetalRenderer] Mode changed to: \(mode.displayName)")
}
/// Updates audio analysis data
func updateAudioData(_ data: AudioAnalysisData) {
audioData = data
// Update uniforms
uniforms.subBassEnergy = data.subBassEnergy
uniforms.sidechainPump = data.sidechainPumpAmount
uniforms.sidechainEnvelope = data.sidechainEnvelope
uniforms.hnrRatio = data.hnrRatio
uniforms.isPeak = data.isPeak ? 1.0 : 0.0
uniforms.peakIntensity = data.peakIntensity
uniforms.spectralCentroid = data.spectralCentroid
uniforms.rmsLevel = data.rmsLevel
// Update FFT buffer
updateFFTBuffer(data.fftMagnitudes)
// Update Mel buffer
updateMelBuffer(data.melBands)
// Update sub-bass history buffer
updateSubBassHistoryBuffer(data.subBassHistory)
}
/// Sets reactivity value
func setReactivity(_ value: Float) {
uniforms.reactivity = max(0.0, min(1.0, value))
}
// MARK: - Private Methods
private func createBuffers() {
// Uniform buffer
uniformBuffer = device.makeBuffer(
length: MemoryLayout<ShaderUniforms>.stride,
options: .storageModeShared
)
// FFT magnitude buffer
fftBuffer = device.makeBuffer(
length: maxFFTSize * MemoryLayout<Float>.stride,
options: .storageModeShared
)
// Mel bands buffer
melBuffer = device.makeBuffer(
length: melBandCount * MemoryLayout<Float>.stride,
options: .storageModeShared
)
// Sub-bass history buffer
subBassHistoryBuffer = device.makeBuffer(
length: historySize * MemoryLayout<Float>.stride,
options: .storageModeShared
)
}
private func updateFFTBuffer(_ magnitudes: [Float]) {
guard let buffer = fftBuffer else { return }
let count = min(magnitudes.count, maxFFTSize)
memcpy(buffer.contents(), magnitudes, count * MemoryLayout<Float>.stride)
}
private func updateMelBuffer(_ bands: [Float]) {
guard let buffer = melBuffer else { return }
let count = min(bands.count, melBandCount)
memcpy(buffer.contents(), bands, count * MemoryLayout<Float>.stride)
}
private func updateSubBassHistoryBuffer(_ history: [Float]) {
guard let buffer = subBassHistoryBuffer else { return }
let count = min(history.count, historySize)
memcpy(buffer.contents(), history, count * MemoryLayout<Float>.stride)
}
private func loadShaders() {
guard let library = device.makeDefaultLibrary() else {
print("[MetalRenderer] Failed to load shader library")
return
}
// Load vertex shader (shared)
guard let vertexFunction = library.makeFunction(name: "vertexShader") else {
print("[MetalRenderer] Failed to load vertex shader")
return
}
// Load all fragment shaders
for mode in VisualizationMode.allCases {
guard let fragmentFunction = library.makeFunction(name: mode.shaderFunctionName) else {
print("[MetalRenderer] Failed to load shader: \(mode.shaderFunctionName)")
continue
}
let descriptor = MTLRenderPipelineDescriptor()
descriptor.vertexFunction = vertexFunction
descriptor.fragmentFunction = fragmentFunction
descriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
// Enable blending for glow effects
descriptor.colorAttachments[0].isBlendingEnabled = true
descriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
descriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
descriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
descriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
do {
let pipelineState = try device.makeRenderPipelineState(descriptor: descriptor)
pipelineStates[mode] = pipelineState
print("[MetalRenderer] Loaded shader: \(mode.displayName)")
} catch {
print("[MetalRenderer] Failed to create pipeline state for \(mode.displayName): \(error)")
}
}
// Set initial pipeline state
currentPipelineState = pipelineStates[.fftClassic]
}
}
// MARK: - MTKViewDelegate
extension MetalRenderer: MTKViewDelegate {
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
uniforms.resolution = SIMD2<Float>(Float(size.width), Float(size.height))
}
func draw(in view: MTKView) {
guard let pipelineState = currentPipelineState,
let drawable = view.currentDrawable,
let renderPassDescriptor = view.currentRenderPassDescriptor else {
return
}
// Update time
uniforms.time = Float(CFAbsoluteTimeGetCurrent() - startTime)
// Update uniform buffer
if let buffer = uniformBuffer {
memcpy(buffer.contents(), &uniforms, MemoryLayout<ShaderUniforms>.stride)
}
// Create command buffer
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
// Set pipeline state
renderEncoder.setRenderPipelineState(pipelineState)
// Set buffers
if let buffer = uniformBuffer {
renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 0)
}
if let buffer = fftBuffer {
renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 1)
}
if let buffer = melBuffer {
renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 2)
}
if let buffer = subBassHistoryBuffer {
renderEncoder.setFragmentBuffer(buffer, offset: 0, index: 3)
}
// Draw fullscreen quad
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
renderEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
@@ -0,0 +1,241 @@
//
// Common.metal
// PsytranceVisualizer
//
// Shared shader functions, types, and psytrance color palette
//
#include <metal_stdlib>
using namespace metal;
// MARK: - Uniforms Structure
struct ShaderUniforms {
float time;
float2 resolution;
float reactivity;
float subBassEnergy;
float sidechainPump;
float sidechainEnvelope;
float hnrRatio;
float isPeak;
float peakIntensity;
float spectralCentroid;
float rmsLevel;
int mode;
float2 padding;
};
// MARK: - Vertex Data
struct VertexOut {
float4 position [[position]];
float2 uv;
};
// MARK: - Psytrance Color Palette
constant float3 neonMagenta = float3(1.0, 0.0, 1.0);
constant float3 neonCyan = float3(0.0, 1.0, 1.0);
constant float3 neonGreen = float3(0.224, 1.0, 0.078);
constant float3 uvViolet = float3(0.482, 0.0, 1.0);
constant float3 hotPink = float3(1.0, 0.2, 0.6);
constant float3 electricBlue = float3(0.0, 0.5, 1.0);
constant float3 deepPurple = float3(0.1, 0.0, 0.15);
// MARK: - Palette Functions
inline float3 getPaletteColor(int index) {
switch (index % 6) {
case 0: return neonMagenta;
case 1: return neonCyan;
case 2: return neonGreen;
case 3: return uvViolet;
case 4: return hotPink;
default: return electricBlue;
}
}
inline float3 rainbowPalette(float t) {
float3 a = float3(0.5, 0.5, 0.5);
float3 b = float3(0.5, 0.5, 0.5);
float3 c = float3(1.0, 1.0, 1.0);
float3 d = float3(0.0, 0.33, 0.67);
return a + b * cos(6.28318 * (c * t + d));
}
inline float3 psytrancePalette(float t, float time) {
// Cycle through psytrance colors
float phase = fract(t + time * 0.1);
if (phase < 0.2) {
return mix(uvViolet, neonMagenta, phase * 5.0);
} else if (phase < 0.4) {
return mix(neonMagenta, hotPink, (phase - 0.2) * 5.0);
} else if (phase < 0.6) {
return mix(hotPink, neonCyan, (phase - 0.4) * 5.0);
} else if (phase < 0.8) {
return mix(neonCyan, neonGreen, (phase - 0.6) * 5.0);
} else {
return mix(neonGreen, uvViolet, (phase - 0.8) * 5.0);
}
}
// MARK: - Heatmap for Spectrogram
inline float3 heatmap(float t) {
// Low energy: dark purple
// High energy: white through neon colors
if (t < 0.2) {
return mix(float3(0.05, 0.0, 0.1), uvViolet, t * 5.0);
} else if (t < 0.4) {
return mix(uvViolet, neonMagenta, (t - 0.2) * 5.0);
} else if (t < 0.6) {
return mix(neonMagenta, hotPink, (t - 0.4) * 5.0);
} else if (t < 0.8) {
return mix(hotPink, neonCyan, (t - 0.6) * 5.0);
} else {
return mix(neonCyan, float3(1.0), (t - 0.8) * 5.0);
}
}
// MARK: - Noise Functions
// Simplex-like noise
inline float hash(float2 p) {
float3 p3 = fract(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
inline float noise(float2 p) {
float2 i = floor(p);
float2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + float2(1.0, 0.0));
float c = hash(i + float2(0.0, 1.0));
float d = hash(i + float2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
inline float fbm(float2 p, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * noise(p * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
// 3D noise for volumetric effects
inline float noise3D(float3 p) {
float3 i = floor(p);
float3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float2 uv = i.xy + float2(37.0, 17.0) * i.z;
float a = hash(uv);
float b = hash(uv + float2(1.0, 0.0));
float c = hash(uv + float2(0.0, 1.0));
float d = hash(uv + float2(1.0, 1.0));
float2 uv2 = uv + float2(37.0, 17.0);
float e = hash(uv2);
float ff = hash(uv2 + float2(1.0, 0.0));
float g = hash(uv2 + float2(0.0, 1.0));
float h = hash(uv2 + float2(1.0, 1.0));
float x1 = mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
float x2 = mix(mix(e, ff, f.x), mix(g, h, f.x), f.y);
return mix(x1, x2, f.z);
}
// MARK: - Utility Functions
inline float2 rotate(float2 p, float angle) {
float c = cos(angle);
float s = sin(angle);
return float2(p.x * c - p.y * s, p.x * s + p.y * c);
}
inline float map(float value, float inMin, float inMax, float outMin, float outMax) {
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
inline float smoothstepEdge(float edge0, float edge1, float x) {
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
// MARK: - Glow Effect
inline float3 addGlow(float3 color, float intensity, float3 glowColor) {
return color + glowColor * intensity * intensity;
}
// MARK: - SDF Functions for Geometry
inline float sdCircle(float2 p, float r) {
return length(p) - r;
}
inline float sdBox(float2 p, float2 b) {
float2 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
inline float sdHexagon(float2 p, float r) {
const float3 k = float3(-0.866025404, 0.5, 0.577350269);
p = abs(p);
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
p -= float2(clamp(p.x, -k.z * r, k.z * r), r);
return length(p) * sign(p.y);
}
inline float sdStar(float2 p, float r, int n, float m) {
float an = 3.141593 / float(n);
float en = 3.141593 / m;
float2 acs = float2(cos(an), sin(an));
float2 ecs = float2(cos(en), sin(en));
float bn = fmod(atan2(p.x, p.y), 2.0 * an) - an;
p = length(p) * float2(cos(bn), abs(sin(bn)));
p -= r * acs;
p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
return length(p) * sign(p.x);
}
// MARK: - Vertex Shader (Fullscreen Quad)
vertex VertexOut vertexShader(uint vertexID [[vertex_id]]) {
// Generate fullscreen quad
float2 positions[4] = {
float2(-1.0, -1.0),
float2( 1.0, -1.0),
float2(-1.0, 1.0),
float2( 1.0, 1.0)
};
float2 uvs[4] = {
float2(0.0, 1.0),
float2(1.0, 1.0),
float2(0.0, 0.0),
float2(1.0, 0.0)
};
VertexOut out;
out.position = float4(positions[vertexID], 0.0, 1.0);
out.uv = uvs[vertexID];
return out;
}
@@ -0,0 +1,290 @@
//
// DMTGeometryShader.metal
// PsytranceVisualizer
//
// Sacred geometry patterns: Flower of Life, Metatron's Cube, Sri Yantra, Hexagonal
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
// === SACRED GEOMETRY PRIMITIVES ===
// Flower of Life - overlapping circles
float flowerOfLife(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float circleRadius = 0.5;
// Center circle
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, length(p)));
// 6 circles around center
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
float2 offset = float2(cos(angle), sin(angle)) * circleRadius;
float d = length(p - offset);
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, d));
}
// Second ring of 12 circles
for (int i = 0; i < 12; i++) {
float angle = float(i) * 3.14159 / 6.0 + time * 0.05;
float2 offset = float2(cos(angle), sin(angle)) * circleRadius * 2.0;
float d = length(p - offset);
result = max(result, 0.5 * (1.0 - smoothstep(circleRadius - 0.02, circleRadius, d)));
}
return result;
}
// Metatron's Cube - 13 circles with connecting lines
float metatronsCube(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float nodeRadius = 0.08;
float lineWidth = 0.01;
// Define the 13 points of Metatron's Cube
float2 points[13];
points[0] = float2(0.0, 0.0); // Center
// Inner hexagon
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
points[i + 1] = float2(cos(angle), sin(angle)) * 0.5;
}
// Outer hexagon (rotated)
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + 3.14159 / 6.0 + time * 0.1;
points[i + 7] = float2(cos(angle), sin(angle)) * 0.866;
}
// Draw nodes
for (int i = 0; i < 13; i++) {
float d = length(p - points[i]);
float node = 1.0 - smoothstep(nodeRadius - 0.01, nodeRadius, d);
result = max(result, node);
}
// Draw connecting lines
for (int i = 0; i < 13; i++) {
for (int j = i + 1; j < 13; j++) {
float2 a = points[i];
float2 b = points[j];
float2 pa = p - a;
float2 ba = b - a;
float t = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
float d = length(pa - ba * t);
float line = 1.0 - smoothstep(lineWidth, lineWidth + 0.005, d);
result = max(result, line * 0.5);
}
}
return result;
}
// Sri Yantra - 9 interlocking triangles
float sriYantra(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float lineWidth = 0.015;
// Rotating factor
float rot = time * 0.05;
// Draw 4 upward triangles
for (int i = 0; i < 4; i++) {
float size = 0.3 + float(i) * 0.15;
float yOffset = -0.1 + float(i) * 0.05;
float2 tp = p - float2(0.0, yOffset);
tp = rotate(tp, rot);
// Triangle SDF
float2 a = float2(0.0, size);
float2 b = float2(-size * 0.866, -size * 0.5);
float2 c = float2(size * 0.866, -size * 0.5);
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
float triangleDist = max(max(d1, d2), d3);
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
result = max(result, edge * (1.0 - float(i) * 0.15));
}
// Draw 5 downward triangles
for (int i = 0; i < 5; i++) {
float size = 0.25 + float(i) * 0.12;
float yOffset = 0.1 - float(i) * 0.04;
float2 tp = p - float2(0.0, yOffset);
tp = rotate(tp, -rot);
float2 a = float2(0.0, -size);
float2 b = float2(-size * 0.866, size * 0.5);
float2 c = float2(size * 0.866, size * 0.5);
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
float triangleDist = max(max(d1, d2), d3);
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
result = max(result, edge * (1.0 - float(i) * 0.12));
}
// Central bindu (point)
float bindu = 1.0 - smoothstep(0.03, 0.04, length(p));
result = max(result, bindu);
return result;
}
// Hexagonal grid pattern
float hexagonalPattern(float2 p, float scale, float time) {
p *= scale;
// Hexagonal grid transformation
float2 s = float2(1.0, 1.732);
float2 h = s * 0.5;
float2 a = fmod(p, s) - h;
float2 b = fmod(p + h, s) - h;
float2 gv = dot(a, a) < dot(b, b) ? a : b;
float hexDist = max(abs(gv.x), dot(abs(gv), normalize(float2(1.0, 1.732))));
float edge = 1.0 - smoothstep(0.4, 0.42, hexDist);
float fill = smoothstep(0.38, 0.4, hexDist);
// Animate individual hexagons
float2 cellId = floor(p / s);
float cellPhase = hash(cellId + floor(time * 0.5)) * 2.0 * 3.14159;
float pulse = 0.5 + 0.5 * sin(time * 3.0 + cellPhase);
return edge + fill * pulse * 0.3;
}
// === MAIN FRAGMENT SHADER ===
fragment float4 dmtGeometryFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float subBass = uniforms.subBassEnergy;
float hnr = uniforms.hnrRatio;
float peak = uniforms.isPeak;
float peakIntensity = uniforms.peakIntensity;
// Aspect ratio correction
float aspectRatio = resolution.x / resolution.y;
float2 p = (uv - 0.5) * 2.0;
p.x *= aspectRatio;
// Scale pulsing with sub-bass
float scale = 2.0 + subBass * 0.5 * (0.5 + reactivity * 0.5);
p *= scale;
// Rotation
float rotation = time * 0.1;
p = rotate(p, rotation);
// Determine which geometry to show
// Changes on peaks or every few seconds
float cycleTime = 8.0; // Seconds per geometry
float cyclePhase = fmod(time, cycleTime * 4.0) / cycleTime;
int geometryIndex = int(cyclePhase);
// Force change on strong peaks
if (peak > 0.5 && peakIntensity > 0.7) {
geometryIndex = int(fmod(float(geometryIndex) + 1.0, 4.0));
}
// Calculate all geometries (for blending)
float flower = flowerOfLife(p, 1.0, time);
float metatron = metatronsCube(p, 1.5, time);
float yantra = sriYantra(p, 1.2, time);
float hexGrid = hexagonalPattern(p, 3.0, time);
// Select primary and secondary for blending
float primary = 0.0;
float secondary = 0.0;
float blendPhase = fract(cyclePhase);
switch (geometryIndex) {
case 0:
primary = flower;
secondary = metatron;
break;
case 1:
primary = metatron;
secondary = yantra;
break;
case 2:
primary = yantra;
secondary = hexGrid;
break;
default:
primary = hexGrid;
secondary = flower;
break;
}
// Smooth transition
float transitionWindow = 0.2; // 20% of cycle for transition
float blend = smoothstep(1.0 - transitionWindow, 1.0, blendPhase);
float geometry = mix(primary, secondary, blend);
// Complexity based on HNR (more harmonic = more detail)
geometry *= 0.7 + hnr * 0.3;
// Color based on geometry and audio
float colorPhase = time * 0.1 + geometry * 0.5;
float3 geometryColor = psytrancePalette(colorPhase, time);
// Glow intensity from peak
float glowIntensity = 0.5 + peakIntensity * 0.5;
float3 glowColor = mix(neonMagenta, neonCyan, 0.5 + 0.5 * sin(time));
// Compose final color
float3 finalColor = geometryColor * geometry;
// Add glow
finalColor = addGlow(finalColor, geometry * glowIntensity, glowColor);
// Background - subtle pulsing gradient
float dist = length(uv - 0.5);
float3 bgColor = mix(deepPurple, uvViolet * 0.3, dist);
bgColor *= 0.8 + 0.2 * subBass;
finalColor = mix(bgColor, finalColor, clamp(geometry * 1.5, 0.0, 1.0));
// Peak flash
if (peak > 0.5) {
finalColor += float3(1.0) * peakIntensity * 0.2;
}
// Outer glow
float outerGlow = exp(-dist * 3.0);
finalColor += neonMagenta * outerGlow * 0.1 * subBass;
return float4(finalColor, 1.0);
}
@@ -0,0 +1,117 @@
//
// FFTClassicShader.metal
// PsytranceVisualizer
//
// Classic FFT bar visualization with glow effects
//
#include <metal_stdlib>
using namespace metal;
// Include common definitions
#include "Common.metal"
fragment float4 fftClassicFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
// Number of bars to display
const int numBars = 64;
const float barWidth = 1.0 / float(numBars);
const float barGap = barWidth * 0.2;
const float actualBarWidth = barWidth - barGap;
// Determine which bar this pixel belongs to
int barIndex = int(uv.x * float(numBars));
barIndex = clamp(barIndex, 0, numBars - 1);
// Get FFT magnitude for this bar (with some averaging for smoothness)
float magnitude = fftData[barIndex];
// Apply reactivity scaling
magnitude = magnitude * (0.5 + reactivity * 1.5);
magnitude = clamp(magnitude, 0.0, 1.0);
// Calculate bar position within its cell
float barCellX = fract(uv.x * float(numBars));
float barCenterX = 0.5;
// Distance from bar center (for width calculation)
float distFromCenter = abs(barCellX - barCenterX);
float halfWidth = actualBarWidth * 0.5 / barWidth;
// Check if we're inside the bar horizontally
bool insideBarX = distFromCenter < halfWidth;
// Bar height from bottom
float barHeight = magnitude;
// Add some bounce on peaks
if (uniforms.isPeak > 0.5) {
barHeight += uniforms.peakIntensity * 0.1 * sin(time * 20.0 + float(barIndex) * 0.3);
}
// Check if we're inside the bar vertically (from bottom)
float yFromBottom = 1.0 - uv.y;
bool insideBarY = yFromBottom < barHeight;
// Color based on frequency and magnitude
float colorPhase = float(barIndex) / float(numBars) + time * 0.05;
float3 barColor = psytrancePalette(colorPhase, time);
// Intensity gradient from bottom to top
float intensityGradient = yFromBottom / max(barHeight, 0.01);
intensityGradient = clamp(intensityGradient, 0.0, 1.0);
// Make top of bars brighter
barColor = mix(barColor * 0.6, barColor * 1.5, intensityGradient);
// Calculate glow
float glowRadius = 0.05 * (1.0 + magnitude);
float distToBar = 0.0;
if (!insideBarX) {
distToBar = (distFromCenter - halfWidth) * barWidth;
}
if (!insideBarY && yFromBottom >= barHeight) {
float vertDist = yFromBottom - barHeight;
distToBar = max(distToBar, vertDist);
}
float glow = exp(-distToBar * distToBar / (glowRadius * glowRadius * 2.0));
glow *= magnitude;
// Final color
float3 finalColor = float3(0.0);
if (insideBarX && insideBarY) {
// Inside the bar
finalColor = barColor;
// Add peak cap (bright line at top)
float capThickness = 0.01;
if (abs(yFromBottom - barHeight) < capThickness) {
finalColor = float3(1.0); // White cap
}
} else {
// Add glow outside bars
finalColor = barColor * glow * 0.5;
}
// Add subtle background pulse with sub-bass
float bgPulse = uniforms.subBassEnergy * 0.05;
finalColor += deepPurple * bgPulse;
// Add overall glow at peaks
if (uniforms.isPeak > 0.5) {
finalColor += neonMagenta * uniforms.peakIntensity * 0.1;
}
return float4(finalColor, 1.0);
}
@@ -0,0 +1,142 @@
//
// HNRShader.metal
// PsytranceVisualizer
//
// Harmonic-to-Noise ratio visualization with geometric shapes vs chaos
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 hnrFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float hnr = uniforms.hnrRatio;
float subBass = uniforms.subBassEnergy;
// Center coordinates
float2 center = float2(0.5, 0.5);
float aspectRatio = resolution.x / resolution.y;
float2 p = uv - center;
p.x *= aspectRatio;
float dist = length(p);
float angle = atan2(p.y, p.x);
// === HARMONIC SIDE (High HNR = Clear geometric shapes) ===
// Rotating hexagon
float2 rotP = rotate(p, time * 0.5);
float hexDist = sdHexagon(rotP, 0.2 + subBass * 0.1);
float hexEdge = 1.0 - smoothstep(0.0, 0.02, abs(hexDist));
// Inner rotating triangle (star)
float2 rotP2 = rotate(p, -time * 0.3);
float starDist = sdStar(rotP2, 0.12 + subBass * 0.05, 3, 2.5);
float starEdge = 1.0 - smoothstep(0.0, 0.015, abs(starDist));
// Concentric circles
float circles = 0.0;
for (int i = 0; i < 4; i++) {
float radius = 0.1 + float(i) * 0.08 + sin(time + float(i)) * 0.02;
float circleDist = abs(dist - radius);
float circle = 1.0 - smoothstep(0.0, 0.008, circleDist);
circles += circle;
}
// Combine harmonic shapes
float harmonicShapes = hexEdge + starEdge * 0.8 + circles * 0.5;
harmonicShapes = clamp(harmonicShapes, 0.0, 1.0);
// Harmonic color - clean neon
float3 harmonicColor = mix(neonCyan, neonMagenta, 0.5 + 0.5 * sin(angle * 2.0 + time));
// === NOISE SIDE (Low HNR = Chaotic particles) ===
// Noise-based particles
float noiseField = 0.0;
for (int i = 0; i < 5; i++) {
float2 noiseP = p * (3.0 + float(i) * 2.0);
noiseP += time * float(i + 1) * 0.1;
float n = noise(noiseP);
n = pow(n, 2.0);
noiseField += n * (1.0 / float(i + 1));
}
noiseField = clamp(noiseField, 0.0, 1.0);
// Turbulent swirls
float2 turbP = p * 4.0;
float turbulence = fbm(turbP + time * 0.5, 4);
// Chaotic speckles
float speckles = 0.0;
for (int i = 0; i < 30; i++) {
float2 specklePos = float2(
hash(float2(float(i) * 0.1, time * 0.01)) - 0.5,
hash(float2(float(i) * 0.2, time * 0.01 + 0.5)) - 0.5
);
specklePos *= 0.8;
specklePos.x *= aspectRatio;
float speckleDist = length(p - specklePos);
float speckle = exp(-speckleDist * speckleDist * 500.0);
speckle *= hash(float2(float(i), floor(time * 2.0)));
speckles += speckle;
}
float noiseVisual = noiseField * 0.4 + turbulence * 0.3 + speckles * 0.3;
noiseVisual = clamp(noiseVisual, 0.0, 1.0);
// Noise color - harsh, flickering
float3 noiseColor = mix(hotPink, uvViolet, turbulence);
noiseColor *= 0.8 + 0.2 * sin(time * 20.0 + noise(p * 10.0) * 10.0);
// === BLEND based on HNR ===
// HNR determines the mix: 1.0 = pure harmonic, 0.0 = pure noise
float harmonicAmount = hnr;
float noiseAmount = 1.0 - hnr;
// Apply reactivity to make transition more dramatic
harmonicAmount = pow(harmonicAmount, 1.0 / (1.0 + reactivity));
float3 harmonicContrib = harmonicColor * harmonicShapes * harmonicAmount;
float3 noiseContrib = noiseColor * noiseVisual * noiseAmount;
float3 finalColor = harmonicContrib + noiseContrib;
// Add center indicator showing current HNR
float indicator = smoothstep(0.25, 0.24, dist) - smoothstep(0.24, 0.23, dist);
float indicatorFill = smoothstep(0.23, 0.22, dist);
// Split indicator by HNR
float harmonicSide = step(0.0, p.x);
float noiseSide = 1.0 - harmonicSide;
finalColor += neonCyan * indicator * 0.3;
finalColor += neonCyan * indicatorFill * harmonicSide * hnr * 0.2;
finalColor += hotPink * indicatorFill * noiseSide * (1.0 - hnr) * 0.2;
// Background glow
float bgGlow = exp(-dist * dist * 4.0);
float3 bgColor = mix(deepPurple, uvViolet * 0.3, dist);
finalColor += bgColor * (1.0 - clamp(harmonicShapes + noiseVisual, 0.0, 1.0));
// Peak flash
if (uniforms.isPeak > 0.5) {
finalColor += float3(1.0) * uniforms.peakIntensity * 0.15 * exp(-dist * 3.0);
}
return float4(finalColor, 1.0);
}
@@ -0,0 +1,121 @@
//
// MandelbrotShader.metal
// PsytranceVisualizer
//
// Audio-reactive Mandelbrot fractal with zoom and color cycling
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 mandelbrotFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float subBass = uniforms.subBassEnergy;
float pump = uniforms.sidechainPump;
float centroid = uniforms.spectralCentroid;
// Aspect ratio correction
float aspectRatio = resolution.x / resolution.y;
// Map UV to complex plane
float2 c = (uv - 0.5) * 2.0;
c.x *= aspectRatio;
// Audio-reactive zoom level
// Base zoom increases over time, modulated by sub-bass
float baseZoom = 1.0 + time * 0.02;
float audioZoom = subBass * 0.5 * (0.5 + reactivity * 0.5);
float zoom = pow(2.0, baseZoom + audioZoom);
// Zoom center - drifts based on sidechain
float2 zoomCenter = float2(-0.7, 0.0);
zoomCenter.x += sin(time * 0.1) * 0.3 + pump * 0.1 * sin(time);
zoomCenter.y += cos(time * 0.13) * 0.2 + pump * 0.1 * cos(time);
// Apply zoom
c = c / zoom + zoomCenter;
// Mandelbrot iteration
float2 z = float2(0.0);
int maxIterations = int(50.0 + reactivity * 100.0);
int iterations = 0;
float smoothIter = 0.0;
for (int i = 0; i < 150; i++) {
if (i >= maxIterations) break;
// z = z^2 + c
float2 zNew = float2(
z.x * z.x - z.y * z.y + c.x,
2.0 * z.x * z.y + c.y
);
z = zNew;
float mag2 = dot(z, z);
if (mag2 > 256.0) {
// Smooth iteration count
smoothIter = float(i) - log2(log2(mag2)) + 4.0;
break;
}
iterations = i;
}
// Normalize iteration count
float normalizedIter = smoothIter / float(maxIterations);
// Color based on iterations
float3 color;
if (iterations >= maxIterations - 1) {
// Inside the set - deep color
color = deepPurple * (0.5 + 0.5 * subBass);
} else {
// Outside - color cycling based on iterations and audio
float colorPhase = normalizedIter + time * 0.1 + centroid;
// Use psytrance palette with color rotation
color = psytrancePalette(colorPhase, time);
// Modulate brightness by iteration depth
float brightness = 0.5 + 0.5 * sin(smoothIter * 0.3);
color *= brightness;
// Add glow at boundary
float edgeFactor = 1.0 - normalizedIter;
edgeFactor = pow(edgeFactor, 3.0);
color = addGlow(color, edgeFactor * 0.5, neonCyan);
}
// Sub-bass pulse effect
color *= 0.8 + 0.2 * subBass;
// Sidechain breathing
float breathe = 1.0 + pump * 0.1;
color *= breathe;
// Peak flash in bright areas
if (uniforms.isPeak > 0.5 && iterations < maxIterations - 1) {
color += neonMagenta * uniforms.peakIntensity * 0.2 * normalizedIter;
}
// Subtle vignette
float2 vignetteuv = uv - 0.5;
float vignette = 1.0 - dot(vignetteuv, vignetteuv) * 0.5;
color *= vignette;
return float4(color, 1.0);
}
@@ -0,0 +1,95 @@
//
// MelSpectrogramShader.metal
// PsytranceVisualizer
//
// Mel spectrogram with scrolling waterfall display
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 melSpectrogramFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
// Configuration
const int numBands = 64;
const int historyLength = 128;
// Map UV to mel band and history position
int bandIndex = int(uv.x * float(numBands));
bandIndex = clamp(bandIndex, 0, numBands - 1);
// Scrolling effect - newer data at bottom
float scrollOffset = fract(time * 0.5); // Scroll speed
float yPos = fract(uv.y + scrollOffset);
// Get mel magnitude
float magnitude = melData[bandIndex];
magnitude = magnitude * (0.5 + reactivity * 1.5);
magnitude = clamp(magnitude, 0.0, 1.0);
// Create waterfall effect using history
int historyIndex = int(yPos * float(historyLength));
historyIndex = clamp(historyIndex, 0, historyLength - 1);
// Combine current and historical data for waterfall
float historicalValue = historyData[historyIndex];
// Blend between current magnitude and position-based intensity
float intensity = magnitude;
// Add some variance based on band position
float bandPhase = float(bandIndex) / float(numBands);
intensity *= 0.8 + 0.2 * sin(bandPhase * 6.28318 + time);
// Apply fade for older data (top of screen)
float ageFade = 1.0 - uv.y * 0.3;
intensity *= ageFade;
// Generate color using heatmap
float3 color = heatmap(intensity);
// Add frequency-dependent hue shift
float hueShift = bandPhase * 0.3;
color = psytrancePalette(intensity + hueShift, time);
// Modulate by actual intensity
color *= 0.3 + intensity * 0.7;
// Add grid lines for visual reference
float gridX = abs(fract(uv.x * float(numBands)) - 0.5) * 2.0;
float gridY = abs(fract(uv.y * 16.0) - 0.5) * 2.0;
float gridLine = smoothstep(0.95, 1.0, gridX) + smoothstep(0.95, 1.0, gridY);
gridLine *= 0.1;
color += float3(gridLine) * uvViolet;
// Add glow on high energy
if (intensity > 0.7) {
float glow = (intensity - 0.7) / 0.3;
color = addGlow(color, glow * 0.5, neonCyan);
}
// Peak flash
if (uniforms.isPeak > 0.5) {
color += neonMagenta * uniforms.peakIntensity * 0.15;
}
// Sub-bass emphasis on lower bands
if (bandIndex < 8) {
color += uvViolet * uniforms.subBassEnergy * 0.3;
}
return float4(color, 1.0);
}
@@ -0,0 +1,130 @@
//
// SidechainPumpShader.metal
// PsytranceVisualizer
//
// Visualizes sidechain pumping with breathing zoom effect
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 sidechainPumpFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float pump = uniforms.sidechainPump;
float envelope = uniforms.sidechainEnvelope;
float subBass = uniforms.subBassEnergy;
// Center and aspect ratio correction
float2 center = float2(0.5, 0.5);
float aspectRatio = resolution.x / resolution.y;
float2 p = uv - center;
p.x *= aspectRatio;
// Apply breathing zoom effect
float zoomAmount = 1.0 + pump * 0.3 * (0.5 + reactivity * 0.5);
p /= zoomAmount;
// Radial distortion synchronized with pump
float dist = length(p);
float angle = atan2(p.y, p.x);
// Pump-synced radial waves
float radialWave = sin(dist * 15.0 - time * 3.0 + envelope * 10.0);
radialWave *= pump * 0.3;
// Apply distortion
float2 distortedP = p;
distortedP *= 1.0 + radialWave * 0.1;
// Create concentric pulse rings
float rings = 0.0;
const int numRings = 5;
for (int i = 0; i < numRings; i++) {
float ringPhase = fract(time * 0.5 + float(i) * 0.2 - envelope * 0.5);
float ringRadius = ringPhase * 0.6;
float ringWidth = 0.02 + pump * 0.03;
float ringDist = abs(dist - ringRadius);
float ring = exp(-ringDist * ringDist / (ringWidth * ringWidth));
ring *= 1.0 - ringPhase; // Fade out as it expands
ring *= pump;
rings += ring;
}
// Breathing glow in center
float breathIntensity = 0.5 + 0.5 * sin(time * 4.0 + envelope * 6.28318);
breathIntensity *= pump;
float centerGlow = exp(-dist * dist * 8.0);
centerGlow *= breathIntensity;
// Color based on pump phase
float3 pumpColor = mix(uvViolet, neonMagenta, envelope);
float3 ringColor = mix(neonCyan, hotPink, pump);
// Background pattern - angular sectors that pulse
float sectors = 8.0;
float sectorAngle = fract(angle / (2.0 * 3.14159) * sectors);
float sectorPulse = smoothstep(0.4, 0.5, sectorAngle) - smoothstep(0.5, 0.6, sectorAngle);
sectorPulse *= pump * 0.3;
sectorPulse *= exp(-dist * 3.0);
// Spiral pattern
float spiral = fract(angle / (2.0 * 3.14159) * 3.0 + dist * 5.0 - time * 0.5);
spiral = smoothstep(0.4, 0.5, spiral) - smoothstep(0.5, 0.6, spiral);
spiral *= pump * 0.2;
spiral *= exp(-dist * 2.0);
// Compose final color
float3 finalColor = float3(0.0);
// Base gradient
float3 bgGradient = mix(deepPurple, uvViolet * 0.3, dist);
finalColor += bgGradient;
// Add rings
finalColor += ringColor * rings;
// Add center glow
finalColor += pumpColor * centerGlow;
// Add sector pulse
finalColor += neonGreen * sectorPulse;
// Add spiral
finalColor += electricBlue * spiral;
// Screen flash on strong pump
if (pump > 0.7) {
float flash = (pump - 0.7) / 0.3;
flash *= 0.2;
finalColor += neonMagenta * flash;
}
// Peak highlight
if (uniforms.isPeak > 0.5) {
float peakFlash = uniforms.peakIntensity * 0.2;
finalColor += float3(1.0) * peakFlash * exp(-dist * 5.0);
}
// Vignette
float vignette = 1.0 - smoothstep(0.4, 0.8, dist);
finalColor *= 0.7 + vignette * 0.3;
return float4(finalColor, 1.0);
}
@@ -0,0 +1,116 @@
//
// SubBassShader.metal
// PsytranceVisualizer
//
// Pulsating rings visualizing sub-bass energy below 100Hz
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 subBassFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float subBass = uniforms.subBassEnergy;
// Center coordinates
float2 center = float2(0.5, 0.5);
float aspectRatio = resolution.x / resolution.y;
// Correct for aspect ratio
float2 p = uv - center;
p.x *= aspectRatio;
float dist = length(p);
float angle = atan2(p.y, p.x);
// Main pulsating circle
float baseRadius = 0.15;
float pulseAmount = subBass * (0.5 + reactivity * 0.5);
float mainRadius = baseRadius + pulseAmount * 0.2;
// Add wobble based on angle
float wobble = sin(angle * 4.0 + time * 2.0) * 0.02 * subBass;
mainRadius += wobble;
// Core circle
float coreDist = abs(dist - mainRadius);
float coreGlow = exp(-coreDist * coreDist * 200.0);
// Inner fill with gradient
float innerFill = smoothstep(mainRadius, mainRadius * 0.3, dist);
innerFill *= 0.5 + 0.5 * subBass;
// Expanding rings
const int numRings = 6;
float ringIntensity = 0.0;
for (int i = 0; i < numRings; i++) {
// Each ring expands outward over time
float ringPhase = fract(time * 0.3 - float(i) * 0.15);
float ringRadius = mainRadius + ringPhase * 0.5;
// Get historical sub-bass value for this ring
int histIndex = clamp(int(ringPhase * 64.0), 0, 63);
float histValue = historyData[histIndex];
// Ring thickness based on historical energy
float thickness = 0.005 + histValue * 0.01;
float ringDist = abs(dist - ringRadius);
// Ring visibility
float ring = exp(-ringDist * ringDist / (thickness * thickness));
ring *= (1.0 - ringPhase); // Fade as it expands
ring *= histValue; // Intensity based on history
ringIntensity += ring;
}
// Color composition
float3 coreColor = mix(uvViolet, neonMagenta, subBass);
float3 ringColor = mix(neonMagenta, hotPink, 0.5 + 0.5 * sin(time));
float3 finalColor = float3(0.0);
// Add core
finalColor += coreColor * (innerFill + coreGlow * 2.0);
// Add rings
finalColor += ringColor * ringIntensity * 0.8;
// Add central glow
float centerGlow = exp(-dist * dist * 10.0) * subBass;
finalColor += uvViolet * centerGlow * 0.5;
// Add angular rays on peaks
if (uniforms.isPeak > 0.5) {
float rays = abs(sin(angle * 8.0 + time * 5.0));
rays = pow(rays, 4.0) * exp(-dist * 2.0);
rays *= uniforms.peakIntensity;
finalColor += neonCyan * rays * 0.5;
}
// Outer vignette
float vignette = 1.0 - smoothstep(0.3, 0.8, dist);
finalColor *= vignette;
// Background pulse
float bgPulse = subBass * 0.1;
finalColor += deepPurple * bgPulse;
// Add noise texture for organic feel
float noiseVal = noise(p * 20.0 + time);
finalColor += uvViolet * noiseVal * 0.02 * subBass;
return float4(finalColor, 1.0);
}
@@ -0,0 +1,136 @@
//
// TunnelWarpShader.metal
// PsytranceVisualizer
//
// Infinite tunnel effect with warp distortion
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
fragment float4 tunnelWarpFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float subBass = uniforms.subBassEnergy;
float pump = uniforms.sidechainPump;
float hnr = uniforms.hnrRatio;
// Center and aspect correction
float aspectRatio = resolution.x / resolution.y;
float2 p = (uv - 0.5) * 2.0;
p.x *= aspectRatio;
// Convert to polar coordinates for tunnel
float dist = length(p);
float angle = atan2(p.y, p.x);
// Avoid division by zero at center
dist = max(dist, 0.001);
// Tunnel depth (inverse of distance)
float depth = 1.0 / dist;
// Speed controlled by sub-bass
float baseSpeed = 2.0;
float audioSpeed = subBass * 3.0 * (0.5 + reactivity * 0.5);
float speed = baseSpeed + audioSpeed;
// Warp distortion from sidechain pump
float warpAmount = pump * 0.5;
depth += sin(angle * 4.0 + time * 2.0) * warpAmount * 0.5;
angle += sin(depth * 2.0 + time) * warpAmount * 0.3;
// Create tunnel coordinates
float2 tunnelUV = float2(
angle / (2.0 * 3.14159) + 0.5, // Angular coordinate [0, 1]
depth + time * speed // Depth with movement
);
// === TUNNEL WALL PATTERNS ===
// Hexagonal grid pattern
float2 hexUV = tunnelUV * float2(8.0, 2.0);
float2 hexCell = floor(hexUV);
float2 hexFrac = fract(hexUV);
// Offset every other row
if (fmod(hexCell.y, 2.0) > 0.5) {
hexFrac.x = fract(hexFrac.x + 0.5);
}
float hexDist = length(hexFrac - 0.5);
float hexPattern = smoothstep(0.4, 0.35, hexDist);
// Add concentric rings
float rings = sin(tunnelUV.y * 20.0) * 0.5 + 0.5;
rings = smoothstep(0.3, 0.7, rings);
// Angular segments
float segments = 8.0;
float angularLines = abs(sin(angle * segments));
angularLines = smoothstep(0.95, 1.0, angularLines);
// Combine patterns
float pattern = hexPattern * 0.5 + rings * 0.3 + angularLines * 0.2;
// === COLORING ===
// Base color cycles with depth and time
float colorPhase = tunnelUV.y * 0.1 + time * 0.2;
float3 tunnelColor = psytrancePalette(colorPhase, time);
// Depth fog (darker towards center/infinity)
float fog = exp(-dist * 2.0);
tunnelColor *= fog;
// Pattern overlay
float3 patternColor = mix(uvViolet, neonCyan, rings);
tunnelColor = mix(tunnelColor, patternColor, pattern * 0.5);
// Edge glow (bright at tunnel edges)
float edgeGlow = exp(-dist * 5.0);
tunnelColor = addGlow(tunnelColor, (1.0 - edgeGlow) * 0.3, neonMagenta);
// Center light (looking into the tunnel)
float centerLight = exp(-dist * dist * 50.0);
tunnelColor += float3(1.0) * centerLight * 0.5;
// HNR affects pattern complexity
float patternIntensity = hnr;
tunnelColor *= 0.7 + patternIntensity * 0.3;
// Add noise for texture
float noiseVal = noise(tunnelUV * 10.0 + time);
tunnelColor += uvViolet * noiseVal * 0.1;
// Pump flash
if (pump > 0.5) {
float pumpFlash = (pump - 0.5) * 2.0;
tunnelColor += neonMagenta * pumpFlash * 0.2;
}
// Peak flash
if (uniforms.isPeak > 0.5) {
float peakFlash = uniforms.peakIntensity;
tunnelColor += float3(1.0) * peakFlash * 0.15 * (1.0 - edgeGlow);
}
// Speed lines effect
float speedLines = fract(tunnelUV.y * 50.0 - time * speed * 2.0);
speedLines = smoothstep(0.95, 1.0, speedLines);
speedLines *= subBass * 0.5;
tunnelColor += neonCyan * speedLines;
return float4(tunnelColor, 1.0);
}
@@ -0,0 +1,20 @@
{
"colors" : [
{
"color" : {
"color-space" : "srgb",
"components" : {
"alpha" : "1.000",
"blue" : "1.000",
"green" : "0.000",
"red" : "1.000"
}
},
"idiom" : "universal"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
@@ -0,0 +1,58 @@
{
"images" : [
{
"idiom" : "mac",
"scale" : "1x",
"size" : "16x16"
},
{
"idiom" : "mac",
"scale" : "2x",
"size" : "16x16"
},
{
"idiom" : "mac",
"scale" : "1x",
"size" : "32x32"
},
{
"idiom" : "mac",
"scale" : "2x",
"size" : "32x32"
},
{
"idiom" : "mac",
"scale" : "1x",
"size" : "128x128"
},
{
"idiom" : "mac",
"scale" : "2x",
"size" : "128x128"
},
{
"idiom" : "mac",
"scale" : "1x",
"size" : "256x256"
},
{
"idiom" : "mac",
"scale" : "2x",
"size" : "256x256"
},
{
"idiom" : "mac",
"scale" : "1x",
"size" : "512x512"
},
{
"idiom" : "mac",
"scale" : "2x",
"size" : "512x512"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
@@ -0,0 +1,6 @@
{
"info" : {
"author" : "xcode",
"version" : 1
}
}
+38
View File
@@ -0,0 +1,38 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$(MARKETING_VERSION)</string>
<key>CFBundleVersion</key>
<string>$(CURRENT_PROJECT_VERSION)</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.music</string>
<key>LSMinimumSystemVersion</key>
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2024. All rights reserved.</string>
<key>NSMicrophoneUsageDescription</key>
<string>Psytrance Visualizer needs access to your audio input to visualize music in real-time. You can use a virtual audio device like BlackHole to route system audio.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSHighResolutionCapable</key>
<true/>
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
</dict>
</plist>
@@ -0,0 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.device.audio-input</key>
<true/>
<key>com.apple.security.files.user-selected.read-write</key>
<true/>
</dict>
</plist>
+315
View File
@@ -0,0 +1,315 @@
//
// ControlPanel.swift
// PsytranceVisualizer
//
// Auto-hiding control panel with audio and visualization settings
//
import AppKit
import Combine
/// Delegate protocol for control panel actions
protocol ControlPanelDelegate: AnyObject {
func controlPanel(_ panel: ControlPanel, didSelectDevice uid: String)
func controlPanel(_ panel: ControlPanel, didSelectBufferSize size: Int)
func controlPanel(_ panel: ControlPanel, didSelectMode mode: VisualizationMode)
func controlPanel(_ panel: ControlPanel, didChangeReactivity value: Float)
func controlPanelDidRequestFullscreen(_ panel: ControlPanel)
}
/// Auto-hiding control panel overlay
final class ControlPanel: NSView {
// MARK: - Properties
weak var delegate: ControlPanelDelegate?
private var isVisible = true
private var hideTimer: Timer?
private let hideDelay: TimeInterval = 3.0
private var audioDevices: [AudioDevice] = []
private var selectedMode: VisualizationMode = .fftClassic
// MARK: - UI Elements
private let containerView = NSVisualEffectView()
private let devicePopup = NSPopUpButton()
private let bufferSizePopup = NSPopUpButton()
private let modeSegment = NSSegmentedControl()
private let reactivitySlider = NSSlider()
private let reactivityLabel = NSTextField(labelWithString: "Reactivity")
private let fullscreenButton = NSButton()
// MARK: - Layout Constants
private let panelHeight: CGFloat = 60
private let padding: CGFloat = 12
private let elementHeight: CGFloat = 24
// MARK: - Initialization
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
setupUI()
setupConstraints()
startHideTimer()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - Setup
private func setupUI() {
// Container with vibrancy effect
containerView.material = .hudWindow
containerView.blendingMode = .behindWindow
containerView.state = .active
containerView.wantsLayer = true
containerView.layer?.cornerRadius = 12
containerView.layer?.masksToBounds = true
addSubview(containerView)
// Device popup
devicePopup.target = self
devicePopup.action = #selector(deviceChanged)
devicePopup.controlSize = .small
devicePopup.font = .systemFont(ofSize: 11)
containerView.addSubview(devicePopup)
// Buffer size popup
bufferSizePopup.target = self
bufferSizePopup.action = #selector(bufferSizeChanged)
bufferSizePopup.controlSize = .small
bufferSizePopup.font = .systemFont(ofSize: 11)
bufferSizePopup.addItems(withTitles: ["512", "1024"])
bufferSizePopup.selectItem(withTitle: "1024")
containerView.addSubview(bufferSizePopup)
// Mode segment control
modeSegment.segmentCount = 8
for mode in VisualizationMode.allCases {
modeSegment.setLabel(mode.shortcut, forSegment: mode.rawValue - 1)
modeSegment.setToolTip(mode.displayName, forSegment: mode.rawValue - 1)
}
modeSegment.selectedSegment = 0
modeSegment.target = self
modeSegment.action = #selector(modeChanged)
modeSegment.controlSize = .small
modeSegment.segmentStyle = .capsule
containerView.addSubview(modeSegment)
// Reactivity label
reactivityLabel.font = .systemFont(ofSize: 10)
reactivityLabel.textColor = .secondaryLabelColor
containerView.addSubview(reactivityLabel)
// Reactivity slider
reactivitySlider.minValue = 0.0
reactivitySlider.maxValue = 1.0
reactivitySlider.doubleValue = 0.5
reactivitySlider.target = self
reactivitySlider.action = #selector(reactivityChanged)
reactivitySlider.controlSize = .small
containerView.addSubview(reactivitySlider)
// Fullscreen button
fullscreenButton.title = ""
fullscreenButton.bezelStyle = .accessoryBarAction
fullscreenButton.target = self
fullscreenButton.action = #selector(fullscreenClicked)
fullscreenButton.toolTip = "Toggle Fullscreen (F)"
containerView.addSubview(fullscreenButton)
// Set colors
applyPsytranceTheme()
}
private func applyPsytranceTheme() {
// Custom appearance for psytrance aesthetic
containerView.appearance = NSAppearance(named: .darkAqua)
}
private func setupConstraints() {
containerView.translatesAutoresizingMaskIntoConstraints = false
devicePopup.translatesAutoresizingMaskIntoConstraints = false
bufferSizePopup.translatesAutoresizingMaskIntoConstraints = false
modeSegment.translatesAutoresizingMaskIntoConstraints = false
reactivityLabel.translatesAutoresizingMaskIntoConstraints = false
reactivitySlider.translatesAutoresizingMaskIntoConstraints = false
fullscreenButton.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
// Container
containerView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: padding),
containerView.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -padding),
containerView.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -padding),
containerView.heightAnchor.constraint(equalToConstant: panelHeight),
// Device popup
devicePopup.leadingAnchor.constraint(equalTo: containerView.leadingAnchor, constant: padding),
devicePopup.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
devicePopup.widthAnchor.constraint(equalToConstant: 150),
// Buffer size popup
bufferSizePopup.leadingAnchor.constraint(equalTo: devicePopup.trailingAnchor, constant: 8),
bufferSizePopup.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
bufferSizePopup.widthAnchor.constraint(equalToConstant: 60),
// Mode segment
modeSegment.centerXAnchor.constraint(equalTo: containerView.centerXAnchor),
modeSegment.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
// Reactivity label
reactivityLabel.trailingAnchor.constraint(equalTo: reactivitySlider.leadingAnchor, constant: -4),
reactivityLabel.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
// Reactivity slider
reactivitySlider.trailingAnchor.constraint(equalTo: fullscreenButton.leadingAnchor, constant: -padding),
reactivitySlider.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
reactivitySlider.widthAnchor.constraint(equalToConstant: 80),
// Fullscreen button
fullscreenButton.trailingAnchor.constraint(equalTo: containerView.trailingAnchor, constant: -padding),
fullscreenButton.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
])
}
// MARK: - Public Methods
/// Updates the list of available audio devices
func updateDevices(_ devices: [AudioDevice], selectedUID: String?) {
audioDevices = devices
devicePopup.removeAllItems()
for device in devices {
devicePopup.addItem(withTitle: device.name)
devicePopup.lastItem?.representedObject = device.uid
}
if let uid = selectedUID,
let index = devices.firstIndex(where: { $0.uid == uid }) {
devicePopup.selectItem(at: index)
}
}
/// Updates the selected buffer size
func updateBufferSize(_ size: Int) {
bufferSizePopup.selectItem(withTitle: "\(size)")
}
/// Updates the selected visualization mode
func updateMode(_ mode: VisualizationMode) {
selectedMode = mode
modeSegment.selectedSegment = mode.rawValue - 1
}
/// Updates the reactivity slider
func updateReactivity(_ value: Float) {
reactivitySlider.doubleValue = Double(value)
}
/// Shows the control panel
func show(animated: Bool = true) {
guard !isVisible else { return }
isVisible = true
if animated {
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.3
self.animator().alphaValue = 1.0
}
} else {
alphaValue = 1.0
}
startHideTimer()
}
/// Hides the control panel
func hide(animated: Bool = true) {
guard isVisible else { return }
isVisible = false
hideTimer?.invalidate()
if animated {
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.3
self.animator().alphaValue = 0.0
}
} else {
alphaValue = 0.0
}
}
/// Resets the hide timer (call on mouse movement)
func resetHideTimer() {
show()
startHideTimer()
}
// MARK: - Private Methods
private func startHideTimer() {
hideTimer?.invalidate()
hideTimer = Timer.scheduledTimer(withTimeInterval: hideDelay, repeats: false) { [weak self] _ in
self?.hide()
}
}
// MARK: - Actions
@objc private func deviceChanged() {
guard let uid = devicePopup.selectedItem?.representedObject as? String else { return }
delegate?.controlPanel(self, didSelectDevice: uid)
}
@objc private func bufferSizeChanged() {
guard let title = bufferSizePopup.selectedItem?.title,
let size = Int(title) else { return }
delegate?.controlPanel(self, didSelectBufferSize: size)
}
@objc private func modeChanged() {
let modeIndex = modeSegment.selectedSegment + 1
guard let mode = VisualizationMode(rawValue: modeIndex) else { return }
selectedMode = mode
delegate?.controlPanel(self, didSelectMode: mode)
}
@objc private func reactivityChanged() {
let value = Float(reactivitySlider.doubleValue)
delegate?.controlPanel(self, didChangeReactivity: value)
}
@objc private func fullscreenClicked() {
delegate?.controlPanelDidRequestFullscreen(self)
}
// MARK: - Mouse Tracking
override func updateTrackingAreas() {
super.updateTrackingAreas()
// Remove existing tracking areas
for area in trackingAreas {
removeTrackingArea(area)
}
// Add new tracking area
let options: NSTrackingArea.Options = [.mouseEnteredAndExited, .mouseMoved, .activeAlways]
let trackingArea = NSTrackingArea(rect: bounds, options: options, owner: self, userInfo: nil)
addTrackingArea(trackingArea)
}
override func mouseMoved(with event: NSEvent) {
super.mouseMoved(with: event)
resetHideTimer()
}
override func mouseEntered(with event: NSEvent) {
super.mouseEntered(with: event)
show()
}
}
+323
View File
@@ -0,0 +1,323 @@
//
// MainWindow.swift
// PsytranceVisualizer
//
// Main application window with keyboard handling
//
import AppKit
import Combine
/// Main window controller for the visualizer
final class MainWindowController: NSWindowController {
// MARK: - Properties
private var visualizerView: VisualizerView!
private var controlPanel: ControlPanel!
private var audioManager: AudioInputManager!
private var dspEngine: DSPEngine!
private var settingsManager: SettingsManager { .shared }
private var cancellables = Set<AnyCancellable>()
private var displayLink: CVDisplayLink?
// MARK: - Initialization
convenience init() {
let window = NSWindow(
contentRect: NSRect(x: 0, y: 0, width: 1280, height: 720),
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered,
defer: false
)
window.title = "Psytrance Visualizer"
window.minSize = NSSize(width: 800, height: 600)
window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
window.isMovableByWindowBackground = true
window.backgroundColor = .black
window.collectionBehavior = [.fullScreenPrimary]
// Restore window frame if saved
if let savedFrame = SettingsManager.shared.settings.windowFrame?.cgRect {
window.setFrame(savedFrame, display: false)
} else {
window.center()
}
self.init(window: window)
setupContent()
setupAudio()
setupKeyboardHandling()
restoreSettings()
}
// MARK: - Setup
private func setupContent() {
guard let contentView = window?.contentView else { return }
// Visualizer view (fills entire window)
visualizerView = VisualizerView()
visualizerView.translatesAutoresizingMaskIntoConstraints = false
contentView.addSubview(visualizerView)
// Control panel (overlay at bottom)
controlPanel = ControlPanel()
controlPanel.translatesAutoresizingMaskIntoConstraints = false
controlPanel.delegate = self
contentView.addSubview(controlPanel)
NSLayoutConstraint.activate([
// Visualizer fills entire window
visualizerView.topAnchor.constraint(equalTo: contentView.topAnchor),
visualizerView.leadingAnchor.constraint(equalTo: contentView.leadingAnchor),
visualizerView.trailingAnchor.constraint(equalTo: contentView.trailingAnchor),
visualizerView.bottomAnchor.constraint(equalTo: contentView.bottomAnchor),
// Control panel at bottom
controlPanel.leadingAnchor.constraint(equalTo: contentView.leadingAnchor),
controlPanel.trailingAnchor.constraint(equalTo: contentView.trailingAnchor),
controlPanel.bottomAnchor.constraint(equalTo: contentView.bottomAnchor),
controlPanel.heightAnchor.constraint(equalToConstant: 90),
])
// Mouse tracking for control panel
setupMouseTracking()
}
private func setupAudio() {
audioManager = AudioInputManager()
dspEngine = DSPEngine(bufferSize: settingsManager.settings.bufferSize)
// Audio buffer callback
audioManager.onAudioBuffer = { [weak self] buffer in
guard let self = self else { return }
let analysisData = self.dspEngine.process(buffer: buffer)
DispatchQueue.main.async {
self.visualizerView.updateAudioData(analysisData)
}
}
// Update control panel when devices change
audioManager.$availableDevices
.receive(on: DispatchQueue.main)
.sink { [weak self] devices in
self?.controlPanel.updateDevices(
devices,
selectedUID: self?.settingsManager.settings.selectedAudioDeviceUID
)
}
.store(in: &cancellables)
// Start audio
audioManager.start()
}
private func setupKeyboardHandling() {
// Monitor for key events
NSEvent.addLocalMonitorForEvents(matching: .keyDown) { [weak self] event in
if self?.handleKeyDown(event) == true {
return nil // Event handled
}
return event
}
}
private func setupMouseTracking() {
guard let contentView = window?.contentView else { return }
let options: NSTrackingArea.Options = [.mouseMoved, .activeAlways, .inVisibleRect]
let trackingArea = NSTrackingArea(
rect: contentView.bounds,
options: options,
owner: self,
userInfo: nil
)
contentView.addTrackingArea(trackingArea)
}
private func restoreSettings() {
let settings = settingsManager.settings
// Restore visualization mode
if let mode = VisualizationMode(rawValue: settings.lastVisualizationMode) {
visualizerView.setVisualizationMode(mode)
controlPanel.updateMode(mode)
}
// Restore reactivity
visualizerView.setReactivity(settings.reactivity)
dspEngine.setReactivity(settings.reactivity)
controlPanel.updateReactivity(settings.reactivity)
// Restore buffer size
dspEngine.setBufferSize(settings.bufferSize)
audioManager.setBufferSize(settings.bufferSize)
controlPanel.updateBufferSize(settings.bufferSize)
// Restore audio device
if let deviceUID = settings.selectedAudioDeviceUID {
audioManager.selectDevice(uid: deviceUID)
}
// Restore fullscreen state
if settings.isFullscreen {
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { [weak self] in
self?.window?.toggleFullScreen(nil)
}
}
}
// MARK: - Keyboard Handling
private func handleKeyDown(_ event: NSEvent) -> Bool {
// Check for visualization mode shortcuts (1-8)
if let mode = VisualizationMode.fromKeyCode(event.keyCode) {
setVisualizationMode(mode)
return true
}
// Other keyboard shortcuts
switch event.keyCode {
case 3: // F key
toggleFullscreen()
return true
case 53: // Escape
if window?.styleMask.contains(.fullScreen) == true {
window?.toggleFullScreen(nil)
}
return true
case 49: // Space
// Toggle pause (could be implemented)
return true
default:
break
}
// Cmd+F for fullscreen
if event.modifierFlags.contains(.command) && event.keyCode == 3 {
toggleFullscreen()
return true
}
return false
}
// MARK: - Mode Switching
private func setVisualizationMode(_ mode: VisualizationMode) {
visualizerView.setVisualizationMode(mode)
controlPanel.updateMode(mode)
settingsManager.setVisualizationMode(mode)
}
// MARK: - Fullscreen
private func toggleFullscreen() {
window?.toggleFullScreen(nil)
}
// MARK: - Mouse Events
override func mouseMoved(with event: NSEvent) {
controlPanel.resetHideTimer()
}
// MARK: - Window Events
override func windowDidLoad() {
super.windowDidLoad()
// Save window frame on move/resize
NotificationCenter.default.addObserver(
self,
selector: #selector(windowDidResize),
name: NSWindow.didResizeNotification,
object: window
)
NotificationCenter.default.addObserver(
self,
selector: #selector(windowDidMove),
name: NSWindow.didMoveNotification,
object: window
)
NotificationCenter.default.addObserver(
self,
selector: #selector(windowDidEnterFullScreen),
name: NSWindow.didEnterFullScreenNotification,
object: window
)
NotificationCenter.default.addObserver(
self,
selector: #selector(windowDidExitFullScreen),
name: NSWindow.didExitFullScreenNotification,
object: window
)
}
@objc private func windowDidResize(_ notification: Notification) {
if let frame = window?.frame {
settingsManager.setWindowFrame(frame)
}
}
@objc private func windowDidMove(_ notification: Notification) {
if let frame = window?.frame {
settingsManager.setWindowFrame(frame)
}
}
@objc private func windowDidEnterFullScreen(_ notification: Notification) {
settingsManager.setFullscreen(true)
controlPanel.hide()
}
@objc private func windowDidExitFullScreen(_ notification: Notification) {
settingsManager.setFullscreen(false)
controlPanel.show()
}
// MARK: - Cleanup
deinit {
audioManager.stop()
settingsManager.saveNow()
}
}
// MARK: - ControlPanelDelegate
extension MainWindowController: ControlPanelDelegate {
func controlPanel(_ panel: ControlPanel, didSelectDevice uid: String) {
audioManager.selectDevice(uid: uid)
settingsManager.setAudioDevice(uid: uid)
}
func controlPanel(_ panel: ControlPanel, didSelectBufferSize size: Int) {
audioManager.setBufferSize(size)
dspEngine.setBufferSize(size)
settingsManager.setBufferSize(size)
}
func controlPanel(_ panel: ControlPanel, didSelectMode mode: VisualizationMode) {
setVisualizationMode(mode)
}
func controlPanel(_ panel: ControlPanel, didChangeReactivity value: Float) {
visualizerView.setReactivity(value)
dspEngine.setReactivity(value)
settingsManager.setReactivity(value)
}
func controlPanelDidRequestFullscreen(_ panel: ControlPanel) {
toggleFullscreen()
}
}
+122
View File
@@ -0,0 +1,122 @@
//
// 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
@@ -0,0 +1,140 @@
//
// ColorPalette.swift
// PsytranceVisualizer
//
// Psytrance color palette for UI and shaders
//
import AppKit
import simd
/// Psytrance-inspired neon/UV color palette
struct PsytranceColors {
// MARK: - Primary Colors (NSColor for UI)
/// Neon Magenta - Primary accent color
static let neonMagenta = NSColor(red: 1.0, green: 0.0, blue: 1.0, alpha: 1.0)
/// Neon Cyan - Secondary accent color
static let neonCyan = NSColor(red: 0.0, green: 1.0, blue: 1.0, alpha: 1.0)
/// Neon Green - High energy accents
static let neonGreen = NSColor(red: 0.224, green: 1.0, blue: 0.078, alpha: 1.0)
/// UV Violet - Deep purple for backgrounds
static let uvViolet = NSColor(red: 0.482, green: 0.0, blue: 1.0, alpha: 1.0)
/// Deep Black - Background color
static let background = NSColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 1.0)
/// Dark Purple - Alternative background
static let darkPurple = NSColor(red: 0.1, green: 0.0, blue: 0.15, alpha: 1.0)
/// Hot Pink - Peak indicators
static let hotPink = NSColor(red: 1.0, green: 0.2, blue: 0.6, alpha: 1.0)
/// Electric Blue - UI elements
static let electricBlue = NSColor(red: 0.0, green: 0.5, blue: 1.0, alpha: 1.0)
// MARK: - SIMD3<Float> Colors (for Metal shaders)
struct Metal {
static let neonMagenta = SIMD3<Float>(1.0, 0.0, 1.0)
static let neonCyan = SIMD3<Float>(0.0, 1.0, 1.0)
static let neonGreen = SIMD3<Float>(0.224, 1.0, 0.078)
static let uvViolet = SIMD3<Float>(0.482, 0.0, 1.0)
static let background = SIMD3<Float>(0.0, 0.0, 0.0)
static let darkPurple = SIMD3<Float>(0.1, 0.0, 0.15)
static let hotPink = SIMD3<Float>(1.0, 0.2, 0.6)
static let electricBlue = SIMD3<Float>(0.0, 0.5, 1.0)
/// Array of all palette colors for cycling
static let palette: [SIMD3<Float>] = [
neonMagenta,
neonCyan,
neonGreen,
uvViolet,
hotPink,
electricBlue
]
/// Get color from palette by index (wraps around)
static func color(at index: Int) -> SIMD3<Float> {
palette[index % palette.count]
}
/// Interpolate between two colors
static func lerp(_ a: SIMD3<Float>, _ b: SIMD3<Float>, t: Float) -> SIMD3<Float> {
a + (b - a) * t
}
/// Get rainbow color from normalized value (0-1)
static func rainbow(_ t: Float) -> SIMD3<Float> {
let index = Int(t * Float(palette.count))
let nextIndex = (index + 1) % palette.count
let localT = (t * Float(palette.count)) - Float(index)
return lerp(palette[index % palette.count], palette[nextIndex], t: localT)
}
}
// MARK: - Gradient Helpers
/// Creates a gradient from UV Violet through Magenta to Cyan
static var spectrumGradient: NSGradient? {
NSGradient(colors: [uvViolet, neonMagenta, hotPink, neonCyan, neonGreen])
}
/// Creates a gradient for heat maps (low to high energy)
static var heatmapGradient: NSGradient? {
NSGradient(colors: [
NSColor(red: 0.1, green: 0.0, blue: 0.2, alpha: 1.0), // Dark purple (low)
uvViolet,
neonMagenta,
hotPink,
neonCyan,
neonGreen,
NSColor.white // White (peak)
])
}
// MARK: - UI Theme Colors
struct UI {
static let panelBackground = NSColor(red: 0.05, green: 0.02, blue: 0.08, alpha: 0.9)
static let buttonBackground = NSColor(red: 0.15, green: 0.05, blue: 0.2, alpha: 1.0)
static let buttonHighlight = neonMagenta.withAlphaComponent(0.8)
static let sliderTint = neonCyan
static let labelText = NSColor.white
static let secondaryText = NSColor(white: 0.7, alpha: 1.0)
static let border = uvViolet.withAlphaComponent(0.5)
}
}
// MARK: - NSColor Extension
extension NSColor {
/// Converts NSColor to SIMD3<Float> for Metal
var simd3: SIMD3<Float> {
guard let rgb = usingColorSpace(.deviceRGB) else {
return SIMD3<Float>(0, 0, 0)
}
return SIMD3<Float>(
Float(rgb.redComponent),
Float(rgb.greenComponent),
Float(rgb.blueComponent)
)
}
/// Converts NSColor to SIMD4<Float> for Metal (with alpha)
var simd4: SIMD4<Float> {
guard let rgb = usingColorSpace(.deviceRGB) else {
return SIMD4<Float>(0, 0, 0, 1)
}
return SIMD4<Float>(
Float(rgb.redComponent),
Float(rgb.greenComponent),
Float(rgb.blueComponent),
Float(rgb.alphaComponent)
)
}
}
@@ -0,0 +1,185 @@
//
// SettingsManager.swift
// PsytranceVisualizer
//
// Handles loading and saving of application settings
//
import Foundation
import Combine
/// Manages persistent storage and retrieval of application settings
final class SettingsManager: ObservableObject {
// MARK: - Singleton
static let shared = SettingsManager()
// MARK: - Published Properties
@Published private(set) var settings: AppSettings
// MARK: - Private Properties
private let settingsKey = "PsytranceVisualizerSettings"
private let fileManager = FileManager.default
private var saveWorkItem: DispatchWorkItem?
// MARK: - Initialization
private init() {
self.settings = SettingsManager.loadSettings()
}
// MARK: - Public Methods
/// Updates settings and triggers auto-save
func updateSettings(_ update: (inout AppSettings) -> Void) {
update(&settings)
settings.validate()
scheduleSave()
}
/// Updates selected audio device
func setAudioDevice(uid: String?) {
updateSettings { $0.selectedAudioDeviceUID = uid }
}
/// Updates buffer size
func setBufferSize(_ size: Int) {
guard AppSettings.availableBufferSizes.contains(size) else { return }
updateSettings { $0.bufferSize = size }
}
/// Updates visualization mode
func setVisualizationMode(_ mode: VisualizationMode) {
updateSettings { $0.lastVisualizationMode = mode.rawValue }
}
/// Updates reactivity
func setReactivity(_ value: Float) {
updateSettings { $0.reactivity = max(0.0, min(1.0, value)) }
}
/// Updates fullscreen state
func setFullscreen(_ isFullscreen: Bool) {
updateSettings { $0.isFullscreen = isFullscreen }
}
/// Updates window frame
func setWindowFrame(_ frame: CGRect) {
updateSettings { $0.windowFrame = CodableRect(from: frame) }
}
/// Updates input gain
func setInputGain(_ gain: Float) {
updateSettings { $0.inputGain = max(0.0, min(2.0, gain)) }
}
/// Updates FPS display setting
func setShowFPS(_ show: Bool) {
updateSettings { $0.showFPS = show }
}
/// Forces immediate save
func saveNow() {
saveWorkItem?.cancel()
performSave()
}
/// Resets to default settings
func resetToDefaults() {
settings = .default
saveNow()
}
// MARK: - Private Methods
/// Schedules a debounced save operation
private func scheduleSave() {
saveWorkItem?.cancel()
let workItem = DispatchWorkItem { [weak self] in
self?.performSave()
}
saveWorkItem = workItem
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5, execute: workItem)
}
/// Performs the actual save operation
private func performSave() {
do {
let encoder = JSONEncoder()
encoder.outputFormatting = .prettyPrinted
let data = try encoder.encode(settings)
// Save to UserDefaults
UserDefaults.standard.set(data, forKey: settingsKey)
// Also save to file for backup
if let url = settingsFileURL {
try data.write(to: url)
}
print("[SettingsManager] Settings saved successfully")
} catch {
print("[SettingsManager] Failed to save settings: \(error)")
}
}
/// Loads settings from storage
private static func loadSettings() -> AppSettings {
// Try UserDefaults first
if let data = UserDefaults.standard.data(forKey: "PsytranceVisualizerSettings") {
do {
var settings = try JSONDecoder().decode(AppSettings.self, from: data)
settings.validate()
print("[SettingsManager] Settings loaded from UserDefaults")
return settings
} catch {
print("[SettingsManager] Failed to decode settings from UserDefaults: \(error)")
}
}
// Try file backup
if let url = settingsFileURL,
let data = try? Data(contentsOf: url) {
do {
var settings = try JSONDecoder().decode(AppSettings.self, from: data)
settings.validate()
print("[SettingsManager] Settings loaded from file")
return settings
} catch {
print("[SettingsManager] Failed to decode settings from file: \(error)")
}
}
print("[SettingsManager] Using default settings")
return .default
}
/// URL for settings file backup
private static var settingsFileURL: URL? {
guard let appSupport = FileManager.default.urls(
for: .applicationSupportDirectory,
in: .userDomainMask
).first else {
return nil
}
let appDirectory = appSupport.appendingPathComponent("PsytranceVisualizer")
// Create directory if needed
try? FileManager.default.createDirectory(
at: appDirectory,
withIntermediateDirectories: true
)
return appDirectory.appendingPathComponent("settings.json")
}
/// Current visualization mode
var currentVisualizationMode: VisualizationMode {
VisualizationMode(rawValue: settings.lastVisualizationMode) ?? .fftClassic
}
}