From: Andre Ramnitz Date: Sat, 19 Jul 2025 18:16:06 +0000 (+0200) Subject: cava: update config X-Git-Url: https://git.ramnitz.eu/?a=commitdiff_plain;h=c6a606a50933ebe0842c886828bab6c543744f5b;p=dotfiles.git cava: update config --- diff --git a/dot-config/cava/config b/dot-config/cava/config index 28b938e6..68ae1a71 100644 --- a/dot-config/cava/config +++ b/dot-config/cava/config @@ -22,7 +22,7 @@ framerate = 90 # The number of bars (0-200). 0 sets it to auto (fill up console). # Bars' width and space between bars in number of characters. bars = 0 -bar_width = 8 +bar_width = 7 bar_spacing = 1 # bar_height is only used for output in "noritake" format ; bar_height = 32 @@ -36,8 +36,8 @@ bar_spacing = 1 # 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 = 27 -higher_cutoff_freq = 6666 +lower_cutoff_freq = 86 +higher_cutoff_freq = 15566 # Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and @@ -146,16 +146,6 @@ channels = mono # Gradient mode, only hex defined colors (and thereby ncurses mode) 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 = 1 -; gradient_count = 8 -; 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' # background = '#191724' gradient = 1 @@ -167,23 +157,12 @@ gradient_color_4 = '#ebbcba' gradient_color_5 = '#f6c177' gradient_color_6 = '#eb6f92' - [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 @@ -193,16 +172,3 @@ waves = 0 # 1 will be very slow and smooth, 0 will be fast but noisy. noise_reduction = 0.77 - -[eq] - -# This one is tricky. You can have as much keys as you want. -# Remember to uncomment more then one key! More keys = more precision. -# Look at readme.md on github for further explanations and examples. -# DEPRECATED as of 0.8.0 can be brought back by popular request, open issue at: -# https://github.com/karlstav/cava -1 = 1.6 # bass -2 = 1.4 -3 = 1.2 # midtone -4 = 1.2 -5 = 1 # treble diff --git a/dot-config/cava/shaders/eye_of_phi.frag b/dot-config/cava/shaders/eye_of_phi.frag new file mode 100644 index 00000000..e499ee78 --- /dev/null +++ b/dot-config/cava/shaders/eye_of_phi.frag @@ -0,0 +1,117 @@ +#version 330 + +// this shader was stolen from shadertoy user ChunderFPV + +#define SCALE 8.0 +#define PI radians(180.0) +#define TAU (PI * 2.0) +#define CS(a) vec2(cos(a), sin(a)) +#define PT(u, r) smoothstep(0.0, r, r - length(u)) + +in vec2 fragCoord; +out vec4 fragColor; + +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) +uniform float shader_time; // shader execution time s +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 + +// gradient map ( color, equation, time, width, shadow, reciprocal ) +vec3 gm(vec3 c, float n, float t, float w, float d, bool i) { + float g = min(abs(n), 1.0 / abs(n)); + float s = abs(sin(n * PI - t)); + if (i) + s = min(s, abs(sin(PI / n + t))); + return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0; +} + +// denominator spiral, use 1/n for numerator +// ( screen xy, spiral exponent, decimal, line width, hardness, rotation ) +float ds(vec2 u, float e, float n, float w, float h, float ro) { + float ur = length(u); // unit radius + float sr = pow(ur, e); // spiral radius + float a = round(sr) * n * TAU; // arc + vec2 xy = CS(a + ro) * ur; // xy coords + float l = PT(u - xy, w); // line + float s = mod(sr + 0.5, 1.0); // gradient smooth + s = min(s, 1.0 - s); // darken filter + return l * s * h; +} + +void main() { + float t = shader_time / PI * 2.0; + vec4 m = vec4(0, 0, 0, 0); // iMouse; + m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y + if (m.z > 0.0) + t += m.y * SCALE; // move time with mouse y + float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+) + float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x)) + : 1.0; // screen exponent (+) + float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent + vec3 bg = vec3(0); // black background + + float aa = 3.0; // anti-aliasing + + for (float j = 0.0; j < aa; j++) + for (float k = 0.0; k < aa; k++) { + vec3 c = vec3(0); + vec2 o = vec2(j, k) / aa; + vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) / + u_resolution.y * SCALE * z; // apply cartesian, scale and zoom + if (m.z > 0.0) + uv = + exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent + + float px = length(fwidth(uv)); // pixel width + float x = uv.x; // every pixel on x + float y = uv.y; // every pixel on y + float l = length(uv); // hypot of xy: sqrt(x*x+y*y) + + float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy + float g = min(abs(mc), 1.0 / abs(mc)); // gradient + vec3 gold = vec3(1.0, 0.6, 0.0) * g * l; + vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g); + vec3 rgb = max(gold, blue); + + float w = 0.1; // line width + float d = 0.4; // shadow depth + c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic + c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d, + false)); // tangent + c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d, + false)); // sqrt cotangent + c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d, + true)); // sqrt circles + + c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a + c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b + c += + rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a + c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b + c = max(c, 0.0); // clear negative color + + c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow + + if (m.z > 0.0) // display grid on click + { + vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid + c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0)); + } + bg += c; + } + bg /= aa * aa; + bg *= sqrt(bg) * 1.5; + + fragColor = vec4(bg, 1.0); +} \ No newline at end of file diff --git a/dot-config/cava/shaders/spectrogram.frag b/dot-config/cava/shaders/spectrogram.frag new file mode 100644 index 00000000..ccb79aef --- /dev/null +++ b/dot-config/cava/shaders/spectrogram.frag @@ -0,0 +1,53 @@ +#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/dot-config/cava/shaders/winamp_line_style_spectrum.frag b/dot-config/cava/shaders/winamp_line_style_spectrum.frag new file mode 100644 index 00000000..375ff27e --- /dev/null +++ b/dot-config/cava/shaders/winamp_line_style_spectrum.frag @@ -0,0 +1,112 @@ +#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 diff --git a/dot-config/cava/waybarconfig b/dot-config/cava/waybarconfig new file mode 100644 index 00000000..9a3e1266 --- /dev/null +++ b/dot-config/cava/waybarconfig @@ -0,0 +1,209 @@ +## Configuration file for CAVA. Default values are commented out. Use either ';' or '#' for commenting. + + +[general] + +# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0 +; mode = normal + +# Accepts only non-negative values. +framerate = 30 + +# '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 (0-200). 0 sets it to auto (fill up console). +# Bars' width and space between bars in number of characters. +bars = 24 +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 + + +# 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 = 43 +higher_cutoff_freq = 19995 + + +# 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 = 5 + + +[input] + +# Audio capturing method. Possible methods are: 'pulse', 'alsa', 'fifo', 'sndio' or 'shmem' +# Defaults to 'pulse', 'alsa' or 'fifo', in that order, dependent on what support cava was built with. +# +# All input methods uses the same config variable 'source' +# to define where it should get the audio. +# +# For pulseaudio '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 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 +method = pipewire +source = auto + +; method = alsa +; source = hw:Loopback,1 + +# method = fifo +# source = /tmp/mpd.fifo +sample_rate = 41000 +sample_bits = 16 + +; method = shmem +; source = /squeezelite-AA:BB:CC:DD:EE:FF + +; method = portaudio +; source = auto + + +[output] + +# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake' or 'sdl'. +# 'noncurses' uses a custom framebuffer technique and prints only changes +# from frame to frame in the terminal. 'ncurses' is default if supported. +# +# '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. +method = ncurses + +# 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 +# channels = mono +; mono_option = average +; reverse = 0 + +# Raw output target. A fifo will be created if target does not exist. +raw_target = /dev/stdout + +# Raw data format. Can be 'binary' or 'ascii'. +data_format = ascii + +# 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 = 9 + +# 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 +bar_delimiter = 0 + +# sdl window size and position. -1,-1 is centered. +; sdl_width = 1000 +; sdl_height = 500 +; sdl_x = -1 +; sdl_y= -1 + +;xaxis = frequency + +[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 +# ncurses output method and a terminal that can change color definitions such as Gnome-terminal or rxvt. +# if supported, ncurses mode will be forced on if user defined colors are used. +# default is to keep current terminal color +; background = default +; foreground = default + +# SDL only support hex code colors, these are the default: +; background = '#111111' +; foreground = '#33cccc' + + +# Gradient mode, only hex defined colors (and thereby ncurses mode) 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 = 1 +; gradient_count = 8 +; 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' + +# background = '#191724' +gradient = 1 +gradient_count = 6 +gradient_color_1 = '#31748f' +gradient_color_2 = '#9ccfd8' +gradient_color_3 = '#c4a7e7' +gradient_color_4 = '#ebbcba' +gradient_color_5 = '#f6c177' +gradient_color_6 = '#eb6f92' + + +[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 = 0.77 + +# 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, float 0 - 1. default 0.77 +# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth +# 1 will be very slow and smooth, 0 will be fast but noisy. +noise_reduction = 0.77 + + +[eq] + +# This one is tricky. You can have as much keys as you want. +# Remember to uncomment more then one key! More keys = more precision. +# Look at readme.md on github for further explanations and examples. +# DEPRECATED as of 0.8.0 can be brought back by popular request, open issue at: +# https://github.com/karlstav/cava +# 1 = 1.6 # bass +# 2 = 1.4 +# 3 = 1.2 # midtone +# 4 = 1.2 +# 5 = 1 # treble