I am trying to record audio and draw the bars on canvas. But I am stuck on resizing the canvas according to the length of bars that are there. Following is the JS for all the work that is being done. I tried adding function to resize canvas, and override the canvas width but none is working. css width:auto; is also not working. Following is the function That I have used to resize canvas according the to BARS length that are drawn. I tried to override the canvas width inside stop function [Current Visual of Bars inside canvas][1]
Following code can be tested in this codepen https://codepen.io/smashingmag/pen/qBVzRaj
function resizeCanvas() {
CANVAS.width = BARS.length;
console.log(CANVAS.width);
}
resizeCanvas();
//Getting and initializing canvas from html to create bars
const CANVAS = document.querySelector('canvas')
const DRAWING_CONTEXT = CANVAS.getContext('2d')
//setting canvas height and width and bars configuration
CANVAS.width = CANVAS.offsetWidth
CANVAS.height = CANVAS.offsetHeight
const CONFIG = {
fft: 2048,
show: true,
duration: 0.8,
fps: 100,
barWidth: 0.1,
barMinHeight: 0.01,
barMaxHeight: 0.3,
barGap: 0.01,
}
//here I am creating bars
const addBar = (volume = 100) => {
const BAR = {
x: CANVAS.width + CONFIG.barWidth / 2,
// Note the volume is 0
size: gsap.utils.mapRange(
50,
150,
CANVAS.height * CONFIG.barMinHeight/3,
CANVAS.height * CONFIG.barMaxHeight*3
)(volume),
}
const drawBars = () => {
DRAWING_CONTEXT.clearRect(0, 0, CANVAS.width, CANVAS.height)
for (const BAR of BARS) {
drawBar(BAR)
}
}
STOP.addEventListener('click', () => {
if (recorder) recorder.stop()
AUDIO.setAttribute('controls', true)
AUDIO_CONTEXT.close()
timeline.pause()
SCRUB(START_POINT)
var delayInMilliseconds = 1000; //1 second
setTimeout(function() {
//Here i am getting the canvas image on console
const img = CANVAS.toDataURL("image/png");
console.log(img);
}, delayInMilliseconds);
})
drawBars()