Live data from Hacker News

Real-Time Music Visualization on the iPhone GPU

deezer.io

1–10 of 16 posts

Re: Real-Time Music Visualization on the iPhone GPU

#3
post #2

This looks interesting but it's pretty hard to judge the quality of real time audio visualization with no audio.

I wrote a very similar prototype a while ago. Here's a video - https://www.youtube.com/watch?v=oYZEDSzX7MU&feature=youtu.be

I didn't realise at the time, but the X axis is not in logarithmic scale, so most of the audible frequencies are bunched on the left hand side.

Re: Real-Time Music Visualization on the iPhone GPU

#6
post #2

This looks interesting but it's pretty hard to judge the quality of real time audio visualization with no audio.

I wrote a very similar prototype a while ago. Here's a video - https://www.youtube.com/watch?v=oYZEDSzX7MU&feature=youtu.be I didn't realise at the time, but the X axis is not in logarithmic scale, so most of the audible frequencies are bunched on the left hand side.

Nice, do you share the code?

Re: Real-Time Music Visualization on the iPhone GPU

#8
post #4

I'd be interested in seeing the power load of these visualizations - are they a battery drainer?

There is definitely an impact on the battery. The FFT part is well optimised (thanks to the Accelerate framework). What is costly is mainly the shader... and it really depends on the shader. A very simple shader is usually less than 5% of the GPU usage (according the Xcode Instruments, and on a recent iPhone). However if you do a lot in your shader it's going to be much more costly.
Post reply on HN