I have a requirement to create a audio level visualizer with a custom pattern. I have the image set as png's. My current approach is like this
1) Get the audio level of the microphone
2) Load the relevant image to the UIImageView based on the volume level.
// audio level timer
self.levelTimer = [NSTimer scheduledTimerWithTimeInterval: 0.001 target: self selector: @selector(levelTimerCallback:) userInfo: nil repeats: YES];
ImageView
- (void)levelTimerCallback:(NSTimer *)timer {
[self.audioRecorder updateMeters];
const double ALPHA = 0.05;
double peakPowerForChannel = pow(10, (0.05 * [self.audioRecorder peakPowerForChannel:0]));
lowPassResults = ALPHA * peakPowerForChannel + (1.0 - ALPHA) * lowPassResults;
//NSLog(@"Average input: %f Peak input: %f Low pass results: %f", [self.audioRecorder averagePowerForChannel:0], [self.audioRecorder peakPowerForChannel:0], lowPassResults);
if (lowPassResults > 0.0 && lowPassResults <= 0.05){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim1"];
}
if (lowPassResults > 0.06 && lowPassResults <= 0.10){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim2"];
}
if (lowPassResults > 0.11 && lowPassResults <= 0.15){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim3"];
}
if (lowPassResults > 0.16 && lowPassResults <= 0.20){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim4"];
}
if (lowPassResults > 0.21 && lowPassResults <= 0.25){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim5"];
}
if (lowPassResults > 0.26 && lowPassResults <= 0.30){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim6"];
}
if (lowPassResults > 0.31 && lowPassResults <= 0.35){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim7"];
}
if (lowPassResults > 0.36 && lowPassResults <= 0.40){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim8"];
}
if (lowPassResults > 0.41 && lowPassResults <= 0.45){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim9"];
}
if (lowPassResults > 0.46 && lowPassResults <= 0.50){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim10"];
}
if (lowPassResults > 0.51 && lowPassResults <= 0.55){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim11"];
}
if (lowPassResults > 0.56 && lowPassResults <= 0.60){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim12"];
}
if (lowPassResults > 0.61 && lowPassResults <= 0.65){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim13"];
}
if (lowPassResults > 0.66 && lowPassResults <= 0.70){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim14"];
}
if (lowPassResults > 0.71 && lowPassResults <= 0.75){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim15"];
}
if (lowPassResults > 0.76 && lowPassResults <= 0.80){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim16"];
}
if (lowPassResults > 0.81 && lowPassResults <= 0.85){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim17"];
}
if (lowPassResults > 0.86 && lowPassResults <= 0.90){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim18"];
}
if (lowPassResults > 0.86){
imgViewRecordAnimation.image = nil;
imgViewRecordAnimation.image = [UIImage imageNamed:@"anim19"];
}
}
But the output is not smooth as a real visualizer animation. What should be the best approach? Share there's any better ways to do this.
Couple of images
If you feel the image changes is looking jerky, you better apply animations on them. By the way, you do not need to set
nil
toimgViewRecordAnimation.image
, as you are setting proper images after that all the times, which will introduce unnecessary delay. You can also make all the if statements to else if, otherwise each time all the if statements get executed.Coming to the solution, you can simply follow the link that @MileAtNobel posted. Or if you do not want to do much code changes, you can apply simple animation on
backgroundColor
property. You can remove the timer also, check the below code and see if the code is working good. I also tried to optimize the code with close resemblance, I hope this improves the performance.