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New way of calculation bubble length
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+2
-16
@@ -180,19 +180,14 @@ class Waver: UIView {
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var totalTime:CGFloat = CGFloat(waveSamples.count/(60/fps)) // 计算音频的时长
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var bubbleWidth = -0.071*(totalTime*totalTime) + 8.532*totalTime + 50.0 //计算这个时长下的Bubble宽度,Bubble 的宽度和时间的关系函数是一个一元二次函数
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var bubbleWidth = -0.05*(totalTime*totalTime) + 6.0*totalTime + 50.0 //计算这个时长下的Bubble宽度,Bubble 的宽度和时间的关系函数是一个一元二次函数
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var effectiveSample = bubbleWidth/(waveSquareWidth+waveGap) < 1 ? 1 : bubbleWidth/(waveSquareWidth+waveGap) //计算这个长度里实际可以放多少个sample图形
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if (effectiveSample > 10) {
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}
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var effectiveSample = bubbleWidth/(waveSquareWidth+waveGap) < 1 ? 1 : bubbleWidth/(waveSquareWidth+waveGap) //计算这个长度里实际可以放多少个sample
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var sampleGap = Int(CGFloat(samplesCount)/effectiveSample) //计算按照实际可放的sample数量,原sample需要每几个合并一次
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var timePerSample = totalTime/(CGFloat(samplesCount)/effectiveSample) //计算合并后每个 sample 需要经过多少时间播放
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println("samplesCount \(samplesCount) totalTime \(totalTime) bubbleWidth \(bubbleWidth) effectiveSample \(effectiveSample) sampleGap \(sampleGap) timePerSample\(timePerSample)")
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//
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@@ -214,15 +209,6 @@ class Waver: UIView {
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}
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}
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// if (finalSamples.count < 10){
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//
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// finalSamples = [Float]()
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//
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// for sample in waveSamples {
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// finalSamples.append(Float(sample))
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// }
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// }
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println("Final Sample is \(finalSamples)")
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return finalSamples
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