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Cardboard VR Projects for Android

You're reading from   Cardboard VR Projects for Android Develop mobile virtual reality apps using the native Google Cardboard SDK for Android

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Product type Paperback
Published in May 2016
Publisher
ISBN-13 9781785887871
Length 386 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Matt Schoen Matt Schoen
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Matt Schoen
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Toc

Table of Contents (11) Chapters Close

Preface 1. Virtual Reality for Everyone FREE CHAPTER 2. The Skeleton Cardboard Project 3. Cardboard Box 4. Launcher Lobby 5. RenderBox Engine 6. Solar System 7. 360-Degree Gallery 8. 3D Model Viewer 9. Music Visualizer Index

FFT visualization

For the next visualization, we'll introduce the use of FFT data (instead of waveform data). As in the previous example, we'll dynamically generate a texture from the data and write a material and shaders to render it.

Capture the FFT audio data

To begin with, we need to add that data capture to our VisualizerBox class. We will start by adding the variables we'll need:

    public static byte[] fftBytes, fftNorm;
    public static float[] fftPrep;
    public static int fftTexture = -1;

We need to allocate the FFT data arrays, and to do that we need to know their size. We can ask the Android Visualizer API how much data it's capable of giving us. For now, we'll choose the minimum size and then allocate the arrays as follows:

    public VisualizerBox(final CardboardView cardboardView){
        . . .
        fftPrep = new float[captureSize / 2];
        fftNorm = new byte[captureSize / 2];
        ...

Capturing FFT data is similar to capturing waveform data...

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