aboutsummaryrefslogtreecommitdiff
path: root/.config/cava
diff options
context:
space:
mode:
Diffstat (limited to '.config/cava')
-rw-r--r--.config/cava/config283
-rw-r--r--.config/cava/shaders/bar_spectrum.frag79
-rw-r--r--.config/cava/shaders/northern_lights.frag34
-rw-r--r--.config/cava/shaders/pass_through.vert14
-rw-r--r--.config/cava/shaders/spectrogram.frag53
-rw-r--r--.config/cava/shaders/winamp_line_style_spectrum.frag112
6 files changed, 0 insertions, 575 deletions
diff --git a/.config/cava/config b/.config/cava/config
deleted file mode 100644
index af2eb68..0000000
--- a/.config/cava/config
+++ /dev/null
@@ -1,283 +0,0 @@
-## Configuration file for CAVA.
-# Remove the ; to change parameters.
-
-
-[general]
-
-# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
-; mode = normal
-
-# Accepts only non-negative values.
-; framerate = 60
-
-# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
-# new as of 0.6.0 autosens of low values (dynamic range)
-# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
-; autosens = 1
-; overshoot = 20
-
-# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
-# 200 means double height. Accepts only non-negative values.
-; sensitivity = 100
-
-# The number of bars (0-512). 0 sets it to auto (fill up console).
-# Bars' width and space between bars in number of characters.
-bars = 512
-bar_width = 1
-; bar_spacing = 0
-# bar_height is only used for output in "noritake" format
-; bar_height = 32
-
-# For SDL width and space between bars is in pixels, defaults are:
-; bar_width = 20
-; bar_spacing = 5
-
-# sdl_glsl have these default values, they are only used to calculate max number of bars.
-; bar_width = 1
-; bar_spacing = 0
-
-
-# Lower and higher cutoff frequencies for lowest and highest bars
-# the bandwidth of the visualizer.
-# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
-# Cava will automatically increase the higher cutoff if a too low band is specified.
-; lower_cutoff_freq = 50
-; higher_cutoff_freq = 10000
-
-
-# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
-# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
-; sleep_timer = 0
-
-
-[input]
-
-# Audio capturing method. Possible methods are: 'fifo', 'portaudio', 'pipewire', 'alsa', 'pulse', 'sndio', 'oss', 'jack' or 'shmem'
-# Defaults to 'oss', 'pipewire', 'sndio', 'jack', 'pulse', 'alsa', 'portaudio' or 'fifo', in that order, dependent on what support cava was built with.
-# On Mac it defaults to 'portaudio' or 'fifo'
-# On windows this is automatic and no input settings are needed.
-#
-# All input methods uses the same config variable 'source'
-# to define where it should get the audio.
-#
-# For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
-# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
-#
-# For pipewire 'source' will be the object name or object.serial of the device to capture from.
-# Both input and output devices are supported.
-#
-# For alsa 'source' will be the capture device.
-# For fifo 'source' will be the path to fifo-file.
-# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
-#
-# For sndio 'source' will be a raw recording audio descriptor or a monitoring sub-device, e.g. 'rsnd/2' or 'snd/1'. Default: 'default'.
-# README.md contains further information on how to setup CAVA for sndio.
-#
-# For oss 'source' will be the path to a audio device, e.g. '/dev/dsp2'. Default: '/dev/dsp', i.e. the default audio device.
-# README.md contains further information on how to setup CAVA for OSS on FreeBSD.
-#
-# For jack 'source' will be the name of the JACK server to connect to, e.g. 'foobar'. Default: 'default'.
-# README.md contains further information on how to setup CAVA for JACK.
-#
-; method = pulse
-; source = auto
-
-; method = pipewire
-; source = auto
-
-; method = alsa
-; source = hw:Loopback,1
-
-; method = fifo
-; source = /tmp/mpd.fifo
-
-; method = shmem
-; source = /squeezelite-AA:BB:CC:DD:EE:FF
-
-; method = portaudio
-; source = auto
-
-; method = sndio
-; source = default
-
-; method = oss
-; source = /dev/dsp
-
-; method = jack
-; source = default
-
-# The options 'sample_rate', 'sample_bits', 'channels' and 'autoconnect' can be configured for some input methods:
-# sample_rate: fifo, pipewire, sndio, oss
-# sample_bits: fifo, pipewire, sndio, oss
-# channels: sndio, oss, jack
-# autoconnect: jack
-# Other methods ignore these settings.
-#
-# For 'sndio' and 'oss' they are only preferred values, i.e. if the values are not supported
-# by the chosen audio device, the device will use other supported values instead.
-# Example: 48000, 32 and 2, but the device only supports 44100, 16 and 1, then it
-# will use 44100, 16 and 1.
-#
-; sample_rate = 44100
-; sample_bits = 16
-; channels = 2
-; autoconnect = 2
-
-
-[output]
-
-# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl'
-# or 'sdl_glsl'.
-# 'noncurses' (default) uses a buffer and cursor movements to only print
-# changes from frame to frame in the terminal. Uses less resources and is less
-# prone to tearing (vsync issues) than 'ncurses'.
-#
-# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
-# stream of the bar heights that can be used to send to other applications.
-# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
-#
-# 'noritake' outputs a bitmap in the format expected by a Noritake VFD display
-# in graphic mode. It only support the 3000 series graphical VFDs for now.
-#
-# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context.
-# 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or
-# use one of the predefined ones.
-; method = noncurses
-
-# Orientation of the visualization. Can be 'bottom', 'top', 'left', 'right' or
-# 'horizontal'. Default is 'bottom'. 'left and 'right' are only supported on sdl
-# and ncruses output. 'horizontal' (bars go up and down from center) is only supported
-# on noncurses output.
-# Note: many fonts have weird or missing glyphs for characters used in orientations
-# other than 'bottom', which can make output not look right.
-; orientation = bottom
-
-# Visual channels. Can be 'stereo' or 'mono'.
-# 'stereo' mirrors both channels with low frequencies in center.
-# 'mono' outputs left to right lowest to highest frequencies.
-# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
-# set 'reverse' to 1 to display frequencies the other way around.
-; channels = stereo
-; mono_option = average
-; reverse = 0
-
-# Raw output target.
-# On Linux, a fifo will be created if target does not exist.
-# On Windows, a named pipe will be created if target does not exist.
-; raw_target = /dev/stdout
-
-# Raw data format. Can be 'binary' or 'ascii'.
-; data_format = binary
-
-# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
-; bit_format = 16bit
-
-# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
-; ascii_max_range = 1000
-
-# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
-# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
-; bar_delimiter = 59
-; frame_delimiter = 10
-
-# sdl window size and position. -1,-1 is centered.
-; sdl_width = 1000
-; sdl_height = 500
-; sdl_x = -1
-; sdl_y= -1
-; sdl_full_screen = 0
-
-# set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none'
-# 'frequency' displays the lower cut off frequency of the bar above.
-# Only supported on ncurses and noncurses output.
-; xaxis = none
-
-# enable synchronized sync. 1 = on, 0 = off
-# removes flickering in alacritty terminal emulator.
-# defaults to off since the behaviour in other terminal emulators is unknown
-; synchronized_sync = 0
-
-# Shaders for sdl_glsl, located in $HOME/.config/cava/shaders
-; vertex_shader = pass_through.vert
-; fragment_shader = bar_spectrum.frag
-
-; for glsl output mode, keep rendering even if no audio
-; continuous_rendering = 0
-
-# disable console blank (screen saver) in tty
-# (Not supported on FreeBSD)
-; disable_blanking = 0
-
-# show a flat bar at the bottom of the screen when idle, 1 = on, 0 = off
-; show_idle_bar_heads = 1
-
-# show waveform instead of frequency spectrum, 1 = on, 0 = off
-; waveform = 0
-
-[color]
-
-# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
-# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
-# a terminal that can change color definitions such as Gnome-terminal or rxvt.
-# default is to keep current terminal color
-; background = default
-foreground = magenta
-; foreground = default
-
-# SDL and sdl_glsl only support hex code colors, these are the default:
-; background = '#111111'
-; foreground = '#33ffff'
-
-
-# Gradient mode, only hex defined colors are supported,
-# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
-# You can define as many as 8 different colors. They range from bottom to top of screen
-; gradient = 0
-; gradient_color_1 = '#59cc33'
-; gradient_color_2 = '#80cc33'
-; gradient_color_3 = '#a6cc33'
-; gradient_color_4 = '#cccc33'
-; gradient_color_5 = '#cca633'
-; gradient_color_6 = '#cc8033'
-; gradient_color_7 = '#cc5933'
-; gradient_color_8 = '#cc3333'
-
-
-
-[smoothing]
-
-# Percentage value for integral smoothing. Takes values from 0 - 100.
-# Higher values means smoother, but less precise. 0 to disable.
-# DEPRECATED as of 0.8.0, use noise_reduction instead
-; integral = 77
-
-# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
-; monstercat = 0
-; waves = 0
-
-# Set gravity percentage for "drop off". Higher values means bars will drop faster.
-# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
-# DEPRECATED as of 0.8.0, use noise_reduction instead
-; gravity = 100
-
-
-# In bar height, bars that would have been lower that this will not be drawn.
-# DEPRECATED as of 0.8.0
-; ignore = 0
-
-# Noise reduction, int 0 - 100. default 77
-# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth
-# 100 will be very slow and smooth, 0 will be fast but noisy.
-noise_reduction = 20
-
-
-[eq]
-
-# This one is tricky. You can have as much keys as you want.
-# Remember to uncomment more than one key! More keys = more precision.
-# Look at readme.md on github for further explanations and examples.
-; 1 = 1 # bass
-; 2 = 1
-; 3 = 1 # midtone
-; 4 = 1
-; 5 = 1 # treble
diff --git a/.config/cava/shaders/bar_spectrum.frag b/.config/cava/shaders/bar_spectrum.frag
deleted file mode 100644
index b078913..0000000
--- a/.config/cava/shaders/bar_spectrum.frag
+++ /dev/null
@@ -1,79 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
-{
- //create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- float x = u_resolution.x * fragCoord.x;
- int bar = int(bars_count * fragCoord.x);
-
- //calculate a bar size
- float bar_size = u_resolution.x / bars_count;
-
- //the y coordinate and bar values are the same
- float y = bars[bar];
-
- // make sure there is a thin line at bottom
- if (y * u_resolution.y < 1.0)
- {
- y = 1.0 / u_resolution.y;
- }
-
- //draw the bar up to current height
- if (y > fragCoord.y)
- {
- //make some space between bars basen on settings
- if (x > (bar + 1) * (bar_size) - bar_spacing)
- {
- fragColor = vec4(bg_color,1.0);
- }
- else
- {
- if (gradient_count == 0)
- {
- fragColor = vec4(fg_color,1.0);
- }
- else
- {
- //find which color in the configured gradient we are at
- int color = int((gradient_count - 1) * fragCoord.y);
-
- //find where on y this and next color is supposed to be
- float y_min = color / (gradient_count - 1.0);
- float y_max = (color + 1.0) / (gradient_count - 1.0);
-
- //make color
- fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
- }
- }
- }
- else
- {
- fragColor = vec4(bg_color,1.0);
- }
-} \ No newline at end of file
diff --git a/.config/cava/shaders/northern_lights.frag b/.config/cava/shaders/northern_lights.frag
deleted file mode 100644
index ecd859a..0000000
--- a/.config/cava/shaders/northern_lights.frag
+++ /dev/null
@@ -1,34 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-
-uniform vec3 u_resolution; // window resolution, not used here
-
-//colors, configurable in cava config file
-uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
-uniform vec3 fg_color; // foreground color, not used here
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- int bar = int(bars_count * fragCoord.x);
-
- float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
- float y = (bars[bar]) * bar_y;
-
- float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
- float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
-
- bar_r = bar_r * bar_r * 2;
-
- // set color
- fragColor.r = fg_color.x * y * bar_r;
- fragColor.g = fg_color.y * y * bar_r;
- fragColor.b = fg_color.z * y * bar_r;
-}
diff --git a/.config/cava/shaders/pass_through.vert b/.config/cava/shaders/pass_through.vert
deleted file mode 100644
index a4f20e5..0000000
--- a/.config/cava/shaders/pass_through.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330
-
-
-// Input vertex data, different for all executions of this shader.
-layout(location = 0) in vec3 vertexPosition_modelspace;
-
-// Output data ; will be interpolated for each fragment.
-out vec2 fragCoord;
-
-void main()
-{
- gl_Position = vec4(vertexPosition_modelspace,1);
- fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
-}
diff --git a/.config/cava/shaders/spectrogram.frag b/.config/cava/shaders/spectrogram.frag
deleted file mode 100644
index ccb79ae..0000000
--- a/.config/cava/shaders/spectrogram.frag
+++ /dev/null
@@ -1,53 +0,0 @@
-#version 330
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high
-// to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-uniform sampler2D inputTexture; // Texture from the first render pass
-
-vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
- // create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main() {
- // find which bar to use based on where we are on the y axis
- int bar = int(bars_count * fragCoord.y);
- float y = bars[bar];
- float band_size = 1.0 / float(bars_count);
- float current_band_min = bar * band_size;
- float current_band_max = (bar + 1) * band_size;
-
- int hist_length = 512;
- float win_size = 1.0 / hist_length;
-
- if (fragCoord.x > 1.0 - win_size) {
-
- if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
-
- fragColor = vec4(fg_color * y, 1.0);
- }
- } else {
- vec2 offsetCoord = fragCoord;
- offsetCoord.x += float(win_size);
- fragColor = texture(inputTexture, offsetCoord);
- }
-} \ No newline at end of file
diff --git a/.config/cava/shaders/winamp_line_style_spectrum.frag b/.config/cava/shaders/winamp_line_style_spectrum.frag
deleted file mode 100644
index 375ff27..0000000
--- a/.config/cava/shaders/winamp_line_style_spectrum.frag
+++ /dev/null
@@ -1,112 +0,0 @@
-#version 330
-
-// Emulate the "line style" spectrum analyzer from Winamp 2.
-// Try this config for a demonstration:
-
-/*
-[general]
-bar_width = 2
-bar_spacing = 0
-higher_cutoff_freq = 22000
-
-[output]
-method = sdl_glsl
-channels = mono
-fragment_shader = winamp_line_style_spectrum.frag
-
-[color]
-background = '#000000'
-gradient = 1
-gradient_color_1 = '#319C08'
-gradient_color_2 = '#29CE10'
-gradient_color_3 = '#BDDE29'
-gradient_color_4 = '#DEA518'
-gradient_color_5 = '#D66600'
-gradient_color_6 = '#CE2910'
-
-[smoothing]
-noise_reduction = 10
-*/
-
-in vec2 fragCoord;
-out vec4 fragColor;
-
-// bar values. defaults to left channels first (low to high), then right (high to low).
-uniform float bars[512];
-
-uniform int bars_count; // number of bars (left + right) (configurable)
-uniform int bar_width; // bar width (configurable), not used here
-uniform int bar_spacing; // space bewteen bars (configurable)
-
-uniform vec3 u_resolution; // window resolution
-
-//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
-uniform vec3 bg_color; // background color
-uniform vec3 fg_color; // foreground color
-
-uniform int gradient_count;
-uniform vec3 gradient_colors[8]; // gradient colors
-
-vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
-{
- //create color based on fraction of this color and next color
- float yr = (y - y_min) / (y_max - y_min);
- return col_1 * (1.0 - yr) + col_2 * yr;
-}
-
-void main()
-{
- // find which bar to use based on where we are on the x axis
- float x = u_resolution.x * fragCoord.x;
- int bar = int(bars_count * fragCoord.x);
-
- //calculate a bar size
- float bar_size = u_resolution.x / bars_count;
-
- //the y coordinate is stretched by 4X to resemble Winamp
- float y = min(bars[bar] * 4.0, 1.0);
-
- // make sure there is a thin line at bottom
- if (y * u_resolution.y < 1.0)
- {
- y = 1.0 / u_resolution.y;
- }
-
- vec4 bar_color;
-
- if (gradient_count == 0)
- {
- bar_color = vec4(fg_color,1.0);
- }
- else
- {
- //find color in the configured gradient for the top of the bar
- int color = int((gradient_count - 1) * y);
-
- //find where on y this and next color is supposed to be
- float y_min = float(color) / (gradient_count - 1.0);
- float y_max = float(color + 1) / (gradient_count - 1.0);
-
- //make a solid color for the entire bar
- bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
- }
-
-
- //draw the bar up to current height
- if (y > fragCoord.y)
- {
- //make some space between bars based on settings
- if (x > (bar + 1) * (bar_size) - bar_spacing)
- {
- fragColor = vec4(bg_color,1.0);
- }
- else
- {
- fragColor = bar_color;
- }
- }
- else
- {
- fragColor = vec4(bg_color,1.0);
- }
-} \ No newline at end of file