Any way to get waveform data in a qml script?
I created an mod similar to the traktor api client (on github, cant link it here yet) and am looking for a way to get waveform data from a current deck (I want to send it to a server and render it myself). Does anyone know if that is even possible?
Any help or insights would be highly appreciated!
Best Answer
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Hey!
I haven’t come across a direct way to access waveform data from Traktor in a QML script, but there might be a couple of workarounds you could explore.
One option is to use the Traktor API to retrieve track information and then process it to create your own waveform data. If your mod is similar to the Traktor API client, you might be able to access the audio processing features to analyze the current deck’s audio and generate waveform data on the fly.
Another approach could be to export the audio files and analyze them externally using a library or tool that can generate waveform data, then send that data to your server for rendering.
If you find any specific methods or libraries that work for you, it would be great to share your findings with the community!
Hope this helps, and let me know if you discover anything else!
1
Answers
-
Hey!
I haven’t come across a direct way to access waveform data from Traktor in a QML script, but there might be a couple of workarounds you could explore.
One option is to use the Traktor API to retrieve track information and then process it to create your own waveform data. If your mod is similar to the Traktor API client, you might be able to access the audio processing features to analyze the current deck’s audio and generate waveform data on the fly.
Another approach could be to export the audio files and analyze them externally using a library or tool that can generate waveform data, then send that data to your server for rendering.
If you find any specific methods or libraries that work for you, it would be great to share your findings with the community!
Hope this helps, and let me know if you discover anything else!
1 -
Hey!
Yeah, that's what I also came up with, but computing it myself is quite the overhead (especially decoding different audio formats), which I hoped to prevent. Thanks for your confirmation though.
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