Arduino Neopixel Music Visualizer

 



Everyone have gaming setup with RGB led’s but RGB’s led did not work like led reactive its only perform simple color changing it too old but here this music visualizer work like awesome. This is stand version you can buy Strip led and attach in your table as you want. This is cheap and work perfectly with audio balance or frequencies.

In this blog you are learning about an Arduino Neopixel Visualizer which follows:

>>Neopixel Led’s (WS2811)

>>How This Project Works

>>Parts Need

>>Libraries

>>Circuit Diagram

>>Complete Code

Neopixel Led:

This is the first led that sends data to only one wire which changes lots of colors combination. Here I am using WS2811 big Neopixel led which is easily available on market you use WS2812 Strip Neopixel led. In Programming You can change brightness or change color by set the value of Red Green Blue by 0-255 that’s mean 0% to 100% of each colors brightness. A Neopixel led has a mini ic that’s control its RGB color with a single wire data that’s include

>>An Internal oscillator

>>A single reshaping and amplification circuit

>>A data latch

>>A 3-Channel, Programmable constant current output drive

>>2 digital ports (Serial Input/Output)

>>WS2812 Voltage Current rating 5V 2A (for 60 leds 1 meter)

>>WS2811 Voltage Current rating 5V to 8V 1A to 5A (you need additional power controller module for this led if you use more than 30 led per meters)

How This Project Works:

This is also work like Neopixel Audio VU Meter. This project takes Audio input in Arduino Nano Analog pin (A0) which I am use a single audio connector you can replace it with Microphone module. Here I am also using a LM7805 voltage regulator with proper heatshink that supply 4.5 to 5V output for power supply you can change it with buck converter or power supply module. If you don’t want my color shades than you can change colors in Code or Programming section. It’s not necessary to use arduino nano a better option for cheap ATMEGA328-PU microcontroller.

Parts:

Arduino Nano:

WS2811 Neopixel leds

WS2812 Neopixel leds(optional)

LM7805 Module

Buck Converter (optional)

Neopixel Power Module(optional)

Purfboard

Female Male Connector

Wires

Cardboard

Glue

Assembly:

Cut the white board in long 45cm, I am using total 18 neopixel led’s which takes 45 cm of long cover, make a middle base and make holes of 2mm sizes for glue the led’s in the base. Simply cut the mini white board for cover areas of led’s glow here, I am using 2.5 cm short pieces. Make a mini box for cover the Microcontroller board, and also add a 45cm cut of white paper for cover the light area its look good but optional, you can open the front area if you want.

Libraries:

Here you need to download and install some important libraries for this project like Adafruit Neopixel Master from Neopixel and Fast led Master from FastLED , this is Github master libraries for universal neopixel leds, and this two libraries can handle varieties of neopixel models.

Circuit Diagram:

Here is a simple circuit diagram just solder properly to purf board, make sure check all the voltage and current limit in neopixel leds before making the circuit and change this circuit by replacing a new buck converter or power module.

Complete Code:

//Copy the code and paste in arduino ide
    #include <Adafruit_NeoPixel.h>
    #include <FastLED.h>
    #include <math.h>
    #include <SoftwareSerial.h>
    #define N_PIXELS  60  // Number of pixels in strand
    #define N_PIXELS_HALF (N_PIXELS/2)
    #define MIC_PIN   A5  // Microphone is attached to this analog pin
    #define LED_PIN    6  // NeoPixel LED strand is connected to this pin
    #define SAMPLE_WINDOW   10  // Sample window for average level
    #define PEAK_HANG 24 //Time of pause before peak dot falls
    #define PEAK_FALL 20 //Rate of falling peak dot
    #define PEAK_FALL2 8 //Rate of falling peak dot
    #define INPUT_FLOOR 10 //Lower range of analogRead input
    #define INPUT_CEILING 300 //Max range of analogRead input, the lower the value the more sensitive (1023 = max)300 (150)
    #define DC_OFFSET  0  // DC offset in mic signal - if unusure, leave 0
    #define NOISE     10  // Noise/hum/interference in mic signal
    #define SAMPLES   60  // Length of buffer for dynamic level adjustment
    #define TOP       (N_PIXELS + 2) // Allow dot to go slightly off scale
    #define SPEED .20       // Amount to increment RGB color by each cycle
    #define TOP2      (N_PIXELS + 1) // Allow dot to go slightly off scale
    #define LAST_PIXEL_OFFSET N_PIXELS-1
    #define PEAK_FALL_MILLIS 10  // Rate of peak falling dot
    #define POT_PIN    4
    #define BG 0
    #define LAST_PIXEL_OFFSET N_PIXELS-1
    #if FASTLED_VERSION < 3001000
    #error "Requires FastLED 3.1 or later; check github for latest code."
    #endif
    #define BRIGHTNESS  255
    #define LED_TYPE    WS2812B     // Only use the LED_PIN for WS2812's
    #define COLOR_ORDER GRB
    #define COLOR_MIN           0
    #define COLOR_MAX         255
    #define DRAW_MAX          100
    #define SEGMENTS            4  // Number of segments to carve amplitude bar into
    #define COLOR_WAIT_CYCLES  10  // Loop cycles to wait between advancing pixel origin
    #define qsubd(x, b)  ((x>b)?b:0)     
    #define qsuba(x, b)  ((x>b)?x-b:0)                                              // Analog Unsigned subtraction macro. if result <0, then => 0. By Andrew Tuline.
    #define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
    
    
    struct CRGB leds[N_PIXELS];

    Adafruit_NeoPixel strip = Adafruit_NeoPixel(N_PIXELS, LED_PIN, NEO_GRB + NEO_KHZ800);
 
    static uint16_t dist;         // A random number for noise generator.
    uint16_t scale = 30;          // Wouldn't recommend changing this on the fly, or the animation will be really blocky.
    uint8_t maxChanges = 48;      // Value for blending between palettes.
 
    CRGBPalette16 currentPalette(OceanColors_p);
    CRGBPalette16 targetPalette(CloudColors_p);


//new ripple vu
uint8_t timeval = 20;                                                           // Currently 'delay' value. No, I don't use delays, I use EVERY_N_MILLIS_I instead.
uint16_t loops = 0;                                                             // Our loops per second counter.
bool     samplepeak = 0;                                                        // This sample is well above the average, and is a 'peak'.
uint16_t oldsample = 0;                                                         // Previous sample is used for peak detection and for 'on the fly' values.
bool thisdir = 0;         
//new ripple vu

// Modes
enum 
{
} MODE;
bool reverse = true;
int BRIGHTNESS_MAX = 80;
int brightness = 20;


byte
//  peak      = 0,      // Used for falling dot
//  dotCount  = 0,      // Frame counter for delaying dot-falling speed
  volCount  = 0;      // Frame counter for storing past volume data
int
  reading,
  vol[SAMPLES],       // Collection of prior volume samples
  lvl       = 10,      // Current "dampened" audio level
  minLvlAvg = 0,      // For dynamic adjustment of graph low & high
  maxLvlAvg = 512;    
float
  greenOffset = 30,
  blueOffset = 150;
// cycle variables

int CYCLE_MIN_MILLIS = 2;
int CYCLE_MAX_MILLIS = 1000;
int cycleMillis = 20;
bool paused = false;
long lastTime = 0;
bool boring = true;
bool gReverseDirection = false;
int          myhue =   0;
//vu ripple
uint8_t colour; 
uint8_t myfade = 255;                                         // Starting brightness.
#define maxsteps 16                                           // Case statement wouldn't allow a variable.
int peakspersec = 0;
int peakcount = 0;
uint8_t bgcol = 0;   
int thisdelay = 20; 
uint8_t max_bright = 255;


  unsigned int sample;

//Samples
#define NSAMPLES 64
unsigned int samplearray[NSAMPLES];
unsigned long samplesum = 0;
unsigned int sampleavg = 0;
int samplecount = 0;
//unsigned int sample = 0;
unsigned long oldtime = 0;
unsigned long newtime = 0;

//Ripple variables
int color;
int center = 0;
int step = -1;
int maxSteps = 16;
float fadeRate = 0.80;
int diff;

//vu 8 variables
int
  origin = 0,
  color_wait_count = 0,
  scroll_color = COLOR_MIN,
  last_intensity = 0,
  intensity_max = 0,
  origin_at_flip = 0;
uint32_t
    draw[DRAW_MAX];
boolean
  growing = false,
  fall_from_left = true;



//background color
uint32_t currentBg = random(256);
uint32_t nextBg = currentBg;
TBlendType    currentBlending;  
     
const int buttonPin = 0;     // the number of the pushbutton pin

 //Variables will change:
int buttonPushCounter = 0;   // counter for the number of button presses
int buttonState = 0;         // current state of the button
int lastButtonState = 0;

    
    byte peak = 16;      // Peak level of column; used for falling dots
//    unsigned int sample;
     
    byte dotCount = 0;  //Frame counter for peak dot
    byte dotHangCount = 0; //Frame counter for holding peak dot
     
void setup() {
      
     analogReference(EXTERNAL);
        
    pinMode(buttonPin, INPUT);  
  //initialize the buttonPin as output
   digitalWrite(buttonPin, HIGH); 
     
      // Serial.begin(9600);
      strip.begin();
      strip.show(); // all pixels to 'off'

      Serial.begin(57600);
      delay(3000);
 
  LEDS.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds,N_PIXELS).setCorrection(TypicalLEDStrip); 
  LEDS.setBrightness(BRIGHTNESS);
  dist = random16(12345);          // A semi-random number for our noise generator

 }


float fscale( float originalMin, float originalMax, float newBegin, float newEnd, float inputValue, float curve){

  float OriginalRange = 0;
  float NewRange = 0;
  float zeroRefCurVal = 0;
  float normalizedCurVal = 0;
  float rangedValue = 0;
  boolean invFlag = 0;


  // condition curve parameter
  // limit range

  if (curve > 10) curve = 10;
  if (curve < -10) curve = -10;

  curve = (curve * -.1) ; // - invert and scale - this seems more intuitive - postive numbers give more weight to high end on output
  curve = pow(10, curve); // convert linear scale into lograthimic exponent for other pow function

  
  // Check for out of range inputValues
  if (inputValue < originalMin) {
    inputValue = originalMin;
  }
  if (inputValue > originalMax) {
    inputValue = originalMax;
  }

  // Zero Refference the values
  OriginalRange = originalMax - originalMin;

  if (newEnd > newBegin){
    NewRange = newEnd - newBegin;
  }
  else
  {
    NewRange = newBegin - newEnd;
    invFlag = 1;
  }

  zeroRefCurVal = inputValue - originalMin;
  normalizedCurVal  =  zeroRefCurVal / OriginalRange;   // normalize to 0 - 1 float

 
  // Check for originalMin > originalMax  - the math for all other cases i.e. negative numbers seems to work out fine
  if (originalMin > originalMax ) {
    return 0;
  }

  if (invFlag == 0){
    rangedValue =  (pow(normalizedCurVal, curve) * NewRange) + newBegin;

  }
  else     // invert the ranges
  { 
    rangedValue =  newBegin - (pow(normalizedCurVal, curve) * NewRange);
  }

  return rangedValue;
  
  }
    
  void loop() {
  
   //for mic
  uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;
  // end mic
 // read the pushbutton input pin:
  buttonState = digitalRead(buttonPin);
    // compare the buttonState to its previous state
  if (buttonState != lastButtonState) {
    // if the state has changed, increment the counter
    if (buttonState == HIGH) {
      // if the current state is HIGH then the button
      // wend from off to on:
      buttonPushCounter++;
      Serial.println("on");
      Serial.print("number of button pushes:  ");
      Serial.println(buttonPushCounter);
      if(buttonPushCounter==16) {
      buttonPushCounter=1;}
    } 
    else {
      // if the current state is LOW then the button
      // wend from on to off:
      Serial.println("off"); 
    }
  }
  // save the current state as the last state, 
  //for next time through the loop
  lastButtonState = buttonState;


switch (buttonPushCounter){

    case 1:
     buttonPushCounter==1; {     
     All2(); // NORMAL
      break;}     
 
      case 2:
     buttonPushCounter==2; {     
     vu(); // NORMAL
      break;}     
       
     case 3:
     buttonPushCounter==3; {
       vu1(); // Centre out
      break;}
      
   case 4:
     buttonPushCounter==4; {
    vu2(); // Centre Inwards
      break;}
         
    case 5:
     buttonPushCounter==5; {
    Vu3(); // Normal Rainbow
      break;}  

      case 6:
     buttonPushCounter==6; {
    Vu4(); // Centre rainbow
      break;} 

       case 7:
     buttonPushCounter==7; {
    Vu5(); // Shooting Star
      break;} 

         case 8:
     buttonPushCounter==8; {
    Vu6(); // Falling star
      break;} 

          case 9:
     buttonPushCounter==9; {
    vu7(); // Ripple with background
      break;} 

            case 10:
     buttonPushCounter==10; {
    vu8(); // Shatter
      break;} 

            case 11:
     buttonPushCounter==11; {
    vu9(); // Pulse
      break;} 

            case 12:
     buttonPushCounter==12; {
     vu10(); // stream
      break;} 
           case 13:
     buttonPushCounter==13; {
     vu11(); // Ripple without Background
      break;} 

            case 14:
     buttonPushCounter==14; {
     vu12(); // Ripple without Background
      break;} 

                  case 15:
     buttonPushCounter==15; {
     vu13(); // Ripple without Background
      break;} 

   
           case 16:
     buttonPushCounter==16; {
    colorWipe(strip.Color(0, 0, 0), 10); // Black
      break;}      
} 
   
}

void colorWipe(uint32_t c, uint8_t wait) {
  for(uint16_t i=0; i<strip.numPixels(); i++) {
      strip.setPixelColor(i, c);
      strip.show();
      if (digitalRead(buttonPin) != lastButtonState)  // <------------- add this
       return;         // <------------ and this
      delay(wait);
}}
         

void vu() {
 
  uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;
  
  n   = analogRead(MIC_PIN);                        // Raw reading from mic 
  n   = abs(n - 512 - DC_OFFSET); // Center on zero
  n   = (n <= NOISE) ? 0 : (n - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)
 
  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);
 
  if(height < 0L)       height = 0;      // Clip output
  else if(height > TOP) height = TOP;
  if(height > peak)     peak   = height; // Keep 'peak' dot at top
 
 
  // Color pixels based on rainbow gradient
  for(i=0; i<N_PIXELS; i++) {
    if(i >= height)               strip.setPixelColor(i,   0,   0, 0);
    else strip.setPixelColor(i,Wheel(map(i,0,strip.numPixels()-1,30,150)));
    
  }
 
 
  // Draw peak dot  
  if(peak > 0 && peak <= N_PIXELS-1) strip.setPixelColor(peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  
   strip.show(); // Update strip
 
// Every few frames, make the peak pixel drop by 1:
 
    if(++dotCount >= PEAK_FALL) { //fall rate 
      
      if(peak > 0) peak--;
      dotCount = 0;
    } 
 
 
  vol[volCount] = n;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter
 
  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(i=1; i<SAMPLES; i++) {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < TOP) maxLvl = minLvl + TOP;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
 
}
 
// Input a value 0 to 255 to get a color value.
// The colors are a transition r - g - b - back to r.
uint32_t Wheel(byte WheelPos) {
  if(WheelPos < 85) {
   return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
  } else if(WheelPos < 170) {
   WheelPos -= 85;
   return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3);
  } else {
   WheelPos -= 170;
   return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
  }
}


void vu1() {
  
  uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;
 
 
 
  n   = analogRead(MIC_PIN);                        // Raw reading from mic 
  n   = abs(n - 512 - DC_OFFSET); // Center on zero
  n   = (n <= NOISE) ? 0 : (n - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)
 
  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);
 
  if(height < 0L)       height = 0;      // Clip output
  else if(height > TOP) height = TOP;
  if(height > peak)     peak   = height; // Keep 'peak' dot at top
 
 
  // Color pixels based on rainbow gradient
  for(i=0; i<N_PIXELS_HALF; i++) {
    if(i >= height) {              
      strip.setPixelColor(N_PIXELS_HALF-i-1,   0,   0, 0);
      strip.setPixelColor(N_PIXELS_HALF+i,   0,   0, 0);
    }
    else {
      uint32_t color = Wheel(map(i,0,N_PIXELS_HALF-1,30,150));
      strip.setPixelColor(N_PIXELS_HALF-i-1,color);
      strip.setPixelColor(N_PIXELS_HALF+i,color);
    }
    
  } 
 
  // Draw peak dot  
  if(peak > 0 && peak <= N_PIXELS_HALF-1) {
    uint32_t color = Wheel(map(peak,0,N_PIXELS_HALF-1,30,150));
    strip.setPixelColor(N_PIXELS_HALF-peak-1,color);
    strip.setPixelColor(N_PIXELS_HALF+peak,color);
  }
  
   strip.show(); // Update strip
 
// Every few frames, make the peak pixel drop by 1:
 
    if(++dotCount >= PEAK_FALL) { //fall rate 
      
      if(peak > 0) peak--;
      dotCount = 0;
    }
 
 
 
  vol[volCount] = n;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter
 
  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(i=1; i<SAMPLES; i++) {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < TOP) maxLvl = minLvl + TOP;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
 
}



void vu2() 
    {
      unsigned long startMillis= millis();  // Start of sample window
      float peakToPeak = 0;   // peak-to-peak level
     
      unsigned int signalMax = 0;
      unsigned int signalMin = 1023;
      unsigned int c, y;
      
      while (millis() - startMillis < SAMPLE_WINDOW)
      {
        sample = analogRead(MIC_PIN);
        if (sample < 1024)  
        {
          if (sample > signalMax)
          {
            signalMax = sample;  
          }
          else if (sample < signalMin)
          {
            signalMin = sample;  
          }
        }
      }
      peakToPeak = signalMax - signalMin;  
     
      // Serial.println(peakToPeak);
     
     
      
      for (int i=0;i<=N_PIXELS_HALF-1;i++){
        uint32_t color = Wheel(map(i,0,N_PIXELS_HALF-1,30,150));
        strip.setPixelColor(N_PIXELS-i,color);
        strip.setPixelColor(0+i,color);
      }

      
      c = fscale(INPUT_FLOOR, INPUT_CEILING, N_PIXELS_HALF, 0, peakToPeak, 2);
     
      if(c < peak) {
        peak = c;        // Keep dot on top
        dotHangCount = 0;    // make the dot hang before falling
      }
      if (c <= strip.numPixels()) { // Fill partial column with off pixels
        drawLine(N_PIXELS_HALF, N_PIXELS_HALF-c, strip.Color(0, 0, 0));
        drawLine(N_PIXELS_HALF, N_PIXELS_HALF+c, strip.Color(0, 0, 0));
      }
     
      


      y = N_PIXELS_HALF - peak;
      uint32_t color1 = Wheel(map(y,0,N_PIXELS_HALF-1,30,150));
      strip.setPixelColor(y-1,color1);
      //strip.setPixelColor(y-1,Wheel(map(y,0,N_PIXELS_HALF-1,30,150)));

      y = N_PIXELS_HALF + peak;
      strip.setPixelColor(y,color1);
      //strip.setPixelColor(y+1,Wheel(map(y,0,N_PIXELS_HALF+1,30,150)));
     
      strip.show();
     
      // Frame based peak dot animation
      if(dotHangCount > PEAK_HANG) { //Peak pause length
        if(++dotCount >= PEAK_FALL2) { //Fall rate 
          peak++;
          dotCount = 0;
        }
      } 
      else {
        dotHangCount++; 
      }
    }


void Vu3() {
  uint8_t i;
  uint16_t minLvl, maxLvl;
  int n, height;

  n = analogRead(MIC_PIN);             // Raw reading from mic
  n = abs(n - 512 - DC_OFFSET);        // Center on zero
  n = (n <= NOISE) ? 0 : (n - NOISE);  // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)

  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);

  if (height < 0L)       height = 0;      // Clip output
  else if (height > TOP) height = TOP;
  if (height > peak)     peak   = height; // Keep 'peak' dot at top

  greenOffset += SPEED;
  blueOffset += SPEED;
  if (greenOffset >= 255) greenOffset = 0;
  if (blueOffset >= 255) blueOffset = 0;

  // Color pixels based on rainbow gradient
  for (i = 0; i < N_PIXELS; i++) {
    if (i >= height) {
      strip.setPixelColor(i, 0, 0, 0);
    } else {
      strip.setPixelColor(i, Wheel(
        map(i, 0, strip.numPixels() - 1, (int)greenOffset, (int)blueOffset)
      ));
    }
  }
  // Draw peak dot  
  if(peak > 0 && peak <= N_PIXELS-1) strip.setPixelColor(peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  
   strip.show(); // Update strip
 
// Every few frames, make the peak pixel drop by 1:
 
    if(++dotCount >= PEAK_FALL) { //fall rate 
      
      if(peak > 0) peak--;
      dotCount = 0;
    }
  strip.show();  // Update strip

  vol[volCount] = n;
  if (++volCount >= SAMPLES) {
    volCount = 0;
  }

  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for (i = 1; i < SAMPLES; i++) {
    if (vol[i] < minLvl) {
      minLvl = vol[i];
    } else if (vol[i] > maxLvl) {
      maxLvl = vol[i];
    }
  }

  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if ((maxLvl - minLvl) < TOP) {
    maxLvl = minLvl + TOP;
  }
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
}


void Vu4() {
    uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;
  
  n   = analogRead(MIC_PIN);                        // Raw reading from mic 
  n   = abs(n - 512 - DC_OFFSET); // Center on zero
  n   = (n <= NOISE) ? 0 : (n - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)
 
  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);
 
  if(height < 0L)       height = 0;      // Clip output
  else if(height > TOP) height = TOP;
  if(height > peak)     peak   = height; // Keep 'peak' dot at top
  greenOffset += SPEED;
  blueOffset += SPEED;
  if (greenOffset >= 255) greenOffset = 0;
  if (blueOffset >= 255) blueOffset = 0;
 
  // Color pixels based on rainbow gradient
  for(i=0; i<N_PIXELS_HALF; i++) {
    if(i >= height) {              
      strip.setPixelColor(N_PIXELS_HALF-i-1,   0,   0, 0);
      strip.setPixelColor(N_PIXELS_HALF+i,   0,   0, 0);
    }
    else {
      uint32_t color = Wheel(map(i,0,N_PIXELS_HALF-1,(int)greenOffset, (int)blueOffset));
      strip.setPixelColor(N_PIXELS_HALF-i-1,color);
      strip.setPixelColor(N_PIXELS_HALF+i,color);
    }
    
  }
 
  // Draw peak dot  
  if(peak > 0 && peak <= N_PIXELS_HALF-1) {
    uint32_t color = Wheel(map(peak,0,N_PIXELS_HALF-1,30,150));
    strip.setPixelColor(N_PIXELS_HALF-peak-1,color);
    strip.setPixelColor(N_PIXELS_HALF+peak,color);
  }
  
   strip.show(); // Update strip
 
// Every few frames, make the peak pixel drop by 1:
 
    if(++dotCount >= PEAK_FALL) { //fall rate 
      
      if(peak > 0) peak--;
      dotCount = 0;
    }
 
 
  vol[volCount] = n;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter
 
  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(i=1; i<SAMPLES; i++) {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < TOP) maxLvl = minLvl + TOP;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
 
}

void Vu5()
{
  uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;

  n   = analogRead(MIC_PIN);                        // Raw reading from mic 
  n   = abs(n - 512 - DC_OFFSET); // Center on zero
  n   = (n <= NOISE) ? 0 : (n - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)

  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP2 * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);

  if(height < 0L)       height = 0;      // Clip output
  else if(height > TOP2) height = TOP2;
  if(height > peak)     peak   = height; // Keep 'peak' dot at top


#ifdef CENTERED
 // Color pixels based on rainbow gradient
  for(i=0; i<(N_PIXELS/2); i++) {
    if(((N_PIXELS/2)+i) >= height)
    {
      strip.setPixelColor(((N_PIXELS/2) + i),   0,   0, 0);
      strip.setPixelColor(((N_PIXELS/2) - i),   0,   0, 0);
    }
    else
    {
      strip.setPixelColor(((N_PIXELS/2) + i),Wheel(map(((N_PIXELS/2) + i),0,strip.numPixels()-1,30,150)));
      strip.setPixelColor(((N_PIXELS/2) - i),Wheel(map(((N_PIXELS/2) - i),0,strip.numPixels()-1,30,150)));
    }
  }
  
  // Draw peak dot  
  if(peak > 0 && peak <= LAST_PIXEL_OFFSET)
  {
    strip.setPixelColor(((N_PIXELS/2) + peak),255,255,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
    strip.setPixelColor(((N_PIXELS/2) - peak),255,255,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  }
#else
  // Color pixels based on rainbow gradient
  for(i=0; i<N_PIXELS; i++)
  {
    if(i >= height)
    {
      strip.setPixelColor(i,   0,   0, 0);
    }
    else
    {
      strip.setPixelColor(i,Wheel(map(i,0,strip.numPixels()-1,30,150)));
    }
  }

  // Draw peak dot  
  if(peak > 0 && peak <= LAST_PIXEL_OFFSET)
  {
    strip.setPixelColor(peak,255,255,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  }
  
#endif  

  // Every few frames, make the peak pixel drop by 1:

  if (millis() - lastTime >= PEAK_FALL_MILLIS)
  {
    lastTime = millis();

    strip.show(); // Update strip

    //fall rate 
    if(peak > 0) peak--;
    }

  vol[volCount] = n;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter

  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(i=1; i<SAMPLES; i++)
  {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < TOP2) maxLvl = minLvl + TOP2;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
}

void Vu6()
{
  uint8_t  i;
  uint16_t minLvl, maxLvl;
  int      n, height;

  n   = analogRead(MIC_PIN);                        // Raw reading from mic 
  n   = abs(n - 512 - DC_OFFSET); // Center on zero
  n   = (n <= NOISE) ? 0 : (n - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + n) >> 3;    // "Dampened" reading (else looks twitchy)

  // Calculate bar height based on dynamic min/max levels (fixed point):
  height = TOP2 * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);

  if(height < 0L)       height = 0;      // Clip output
  else if(height > TOP2) height = TOP2;
  if(height > peak)     peak   = height; // Keep 'peak' dot at top


#ifdef CENTERED
  // Draw peak dot  
  if(peak > 0 && peak <= LAST_PIXEL_OFFSET)
  {
    strip.setPixelColor(((N_PIXELS/2) + peak),255,255,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
    strip.setPixelColor(((N_PIXELS/2) - peak),255,255,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  }
#else
  // Color pixels based on rainbow gradient
  for(i=0; i<N_PIXELS; i++)
  {
    if(i >= height)
    {
      strip.setPixelColor(i,   0,   0, 0);
    }
    else
    {
     }
  }

  // Draw peak dot  
  if(peak > 0 && peak <= LAST_PIXEL_OFFSET)
  {
    strip.setPixelColor(peak,0,0,255); // (peak,Wheel(map(peak,0,strip.numPixels()-1,30,150)));
  }
  
#endif  

  // Every few frames, make the peak pixel drop by 1:

  if (millis() - lastTime >= PEAK_FALL_MILLIS)
  {
    lastTime = millis();

    strip.show(); // Update strip

    //fall rate 
    if(peak > 0) peak--;
    }

  vol[volCount] = n;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter

  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(i=1; i<SAMPLES; i++)
  {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < TOP2) maxLvl = minLvl + TOP2;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
}

void vu7() {

  EVERY_N_MILLISECONDS(1000) {
    peakspersec = peakcount;                                       // Count the peaks per second. This value will become the foreground hue.
    peakcount = 0;                                                 // Reset the counter every second.
  }

  soundmems();

  EVERY_N_MILLISECONDS(20) {
   ripple3();
  }

   show_at_max_brightness_for_power();

} // loop()


void soundmems() {                                                  // Rolling average counter - means we don't have to go through an array each time.
  newtime = millis();
  int tmp = analogRead(MIC_PIN) - 512;
  sample = abs(tmp);

  int potin = map(analogRead(POT_PIN), 0, 1023, 0, 60);

  samplesum = samplesum + sample - samplearray[samplecount];        // Add the new sample and remove the oldest sample in the array 
  sampleavg = samplesum / NSAMPLES;                                 // Get an average
  samplearray[samplecount] = sample;                                // Update oldest sample in the array with new sample
  samplecount = (samplecount + 1) % NSAMPLES;                       // Update the counter for the array

  if (newtime > (oldtime + 200)) digitalWrite(13, LOW);             // Turn the LED off 200ms after the last peak.

  if ((sample > (sampleavg + potin)) && (newtime > (oldtime + 60)) ) { // Check for a peak, which is 30 > the average, but wait at least 60ms for another.
    step = -1;
    peakcount++;
    digitalWrite(13, HIGH);
    oldtime = newtime;
  }
}  // soundmems()



void ripple3() {
  for (int i = 0; i < N_PIXELS; i++) leds[i] = CHSV(bgcol, 255, sampleavg*2);  // Set the background colour.

  switch (step) {

    case -1:                                                          // Initialize ripple variables.
      center = random(N_PIXELS);
      colour = (peakspersec*10) % 255;                                             // More peaks/s = higher the hue colour.
      step = 0;
      bgcol = bgcol+8;
      break;

    case 0:
      leds[center] = CHSV(colour, 255, 255);                          // Display the first pixel of the ripple.
      step ++;
      break;

    case maxsteps:                                                    // At the end of the ripples.
      // step = -1;
      break;

    default:                                                             // Middle of the ripples.
      leds[(center + step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);       // Simple wrap from Marc Miller.
      leds[(center - step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);
      step ++;                                                         // Next step.
      break;  
  } // switch step
} // ripple()


void vu8() {
  int intensity = calculateIntensity();
  updateOrigin(intensity);
  assignDrawValues(intensity);
  writeSegmented();
  updateGlobals();
}

int calculateIntensity() {
  int      intensity;
  
  reading   = analogRead(MIC_PIN);                        // Raw reading from mic 
  reading   = abs(reading - 512 - DC_OFFSET); // Center on zero
  reading   = (reading <= NOISE) ? 0 : (reading - NOISE);             // Remove noise/hum
  lvl = ((lvl * 7) + reading) >> 3;    // "Dampened" reading (else looks twitchy)

  // Calculate bar height based on dynamic min/max levels (fixed point):
  intensity = DRAW_MAX * (lvl - minLvlAvg) / (long)(maxLvlAvg - minLvlAvg);

  return constrain(intensity, 0, DRAW_MAX-1);
}

void updateOrigin(int intensity) {
  // detect peak change and save origin at curve vertex
  if (growing && intensity < last_intensity) {
    growing = false;
    intensity_max = last_intensity;
    fall_from_left = !fall_from_left;
    origin_at_flip = origin;
  } else if (intensity > last_intensity) {
    growing = true;
    origin_at_flip = origin;
  }
  last_intensity = intensity;
  
  // adjust origin if falling
  if (!growing) {
    if (fall_from_left) {
      origin = origin_at_flip + ((intensity_max - intensity) / 2);
    } else {
      origin = origin_at_flip - ((intensity_max - intensity) / 2);
    }
    // correct for origin out of bounds
    if (origin < 0) {
      origin = DRAW_MAX - abs(origin);
    } else if (origin > DRAW_MAX - 1) {
      origin = origin - DRAW_MAX - 1;
    }
  }
}

void assignDrawValues(int intensity) {
  // draw amplitue as 1/2 intensity both directions from origin
  int min_lit = origin - (intensity / 2);
  int max_lit = origin + (intensity / 2);
  if (min_lit < 0) {
    min_lit = min_lit + DRAW_MAX;
  }
  if (max_lit >= DRAW_MAX) {
    max_lit = max_lit - DRAW_MAX;
  }
  for (int i=0; i < DRAW_MAX; i++) {
    // if i is within origin +/- 1/2 intensity
    if (
      (min_lit < max_lit && min_lit < i && i < max_lit) // range is within bounds and i is within range
      || (min_lit > max_lit && (i > min_lit || i < max_lit)) // range wraps out of bounds and i is within that wrap
    ) {
      draw[i] = Wheel(scroll_color);
    } else {
      draw[i] = 0;
    }
  }
}

void writeSegmented() {
  int seg_len = N_PIXELS / SEGMENTS;

  for (int s = 0; s < SEGMENTS; s++) {
    for (int i = 0; i < seg_len; i++) {
      strip.setPixelColor(i + (s*seg_len), draw[map(i, 0, seg_len, 0, DRAW_MAX)]);
    }
  }
  strip.show();
}

uint32_t * segmentAndResize(uint32_t* draw) {
  int seg_len = N_PIXELS / SEGMENTS;
  
  uint32_t segmented[N_PIXELS];
  for (int s = 0; s < SEGMENTS; s++) {
    for (int i = 0; i < seg_len; i++) {
      segmented[i + (s * seg_len) ] = draw[map(i, 0, seg_len, 0, DRAW_MAX)];
    }
  }
  
  return segmented;
}

void writeToStrip(uint32_t* draw) {
  for (int i = 0; i < N_PIXELS; i++) {
    strip.setPixelColor(i, draw[i]);
  }
  strip.show();
}

void updateGlobals() {
  uint16_t minLvl, maxLvl;
    
  //advance color wheel
  color_wait_count++;
  if (color_wait_count > COLOR_WAIT_CYCLES) {
    color_wait_count = 0;
    scroll_color++;
    if (scroll_color > COLOR_MAX) {
      scroll_color = COLOR_MIN;
    }
  }
  
  vol[volCount] = reading;                      // Save sample for dynamic leveling
  if(++volCount >= SAMPLES) volCount = 0; // Advance/rollover sample counter

  // Get volume range of prior frames
  minLvl = maxLvl = vol[0];
  for(uint8_t i=1; i<SAMPLES; i++) {
    if(vol[i] < minLvl)      minLvl = vol[i];
    else if(vol[i] > maxLvl) maxLvl = vol[i];
  }
  // minLvl and maxLvl indicate the volume range over prior frames, used
  // for vertically scaling the output graph (so it looks interesting
  // regardless of volume level).  If they're too close together though
  // (e.g. at very low volume levels) the graph becomes super coarse
  // and 'jumpy'...so keep some minimum distance between them (this
  // also lets the graph go to zero when no sound is playing):
  if((maxLvl - minLvl) < N_PIXELS) maxLvl = minLvl + N_PIXELS;
  minLvlAvg = (minLvlAvg * 63 + minLvl) >> 6; // Dampen min/max levels
  maxLvlAvg = (maxLvlAvg * 63 + maxLvl) >> 6; // (fake rolling average)
}




void vu9() {
  //currentBlending = LINEARBLEND;
  currentPalette = OceanColors_p;                             // Initial palette.
  currentBlending = LINEARBLEND; 
  EVERY_N_SECONDS(5) {                                        // Change the palette every 5 seconds.
    for (int i = 0; i < 16; i++) {
      targetPalette[i] = CHSV(random8(), 255, 255);
    }
  }
  
  EVERY_N_MILLISECONDS(100) {                                 // AWESOME palette blending capability once they do change.
    uint8_t maxChanges = 24; 
    nblendPaletteTowardPalette(currentPalette, targetPalette, maxChanges);
  }


  EVERY_N_MILLIS_I(thistimer,20) {                            // For fun, let's make the animation have a variable rate.
    uint8_t timeval = beatsin8(10,20,50);                     // Use a sinewave for the line below. Could also use peak/beat detection.
    thistimer.setPeriod(timeval);                             // Allows you to change how often this routine runs.
    fadeToBlackBy(leds, N_PIXELS, 16);                        // 1 = slow, 255 = fast fade. Depending on the faderate, the LED's further away will fade out.
    sndwave();
    soundble();
  }
  FastLED.setBrightness(max_bright);
  FastLED.show();

} // loop()



void soundble() {                                            // Quick and dirty sampling of the microphone.
  
  int tmp = analogRead(MIC_PIN) - 512 - DC_OFFSET;
  sample = abs(tmp);
  
}  // soundmems()



void sndwave() {
  
  leds[N_PIXELS/2] = ColorFromPalette(currentPalette, sample, sample*2, currentBlending); // Put the sample into the center
  
  for (int i = N_PIXELS - 1; i > N_PIXELS/2; i--) {       //move to the left      // Copy to the left, and let the fade do the rest.
    leds[i] = leds[i - 1];
  }

  for (int i = 0; i < N_PIXELS/2; i++) {                  // move to the right    // Copy to the right, and let the fade to the rest.
    leds[i] = leds[i + 1];
  }
  addGlitter(sampleavg);
}

void vu10() {
  
EVERY_N_SECONDS(5) {                                        // Change the target palette to a random one every 5 seconds.
    static uint8_t baseC = random8();                         // You can use this as a baseline colour if you want similar hues in the next line.
    
    for (int i = 0; i < 16; i++) {
      targetPalette[i] = CHSV(random8(), 255, 255);
    }
  }
  
  EVERY_N_MILLISECONDS(100) {
    uint8_t maxChanges = 24; 
    nblendPaletteTowardPalette(currentPalette, targetPalette, maxChanges);   // AWESOME palette blending capability.
  }
  
  EVERY_N_MILLISECONDS(thisdelay) {                           // FastLED based non-blocking delay to update/display the sequence.
    soundtun();
    FastLED.setBrightness(max_bright);
    FastLED.show();
  }
} // loop()



void soundtun() {

  int n;
  n = analogRead(MIC_PIN);                                    // Raw reading from mic
  n = qsuba(abs(n-512), 10);                                  // Center on zero and get rid of low level noise
  CRGB newcolour = ColorFromPalette(currentPalette, constrain(n,0,255), constrain(n,0,255), currentBlending);
  nblend(leds[0], newcolour, 128);
  
  for (int i = N_PIXELS-1; i>0; i--) {
    leds[i] = leds[i-1];
  }
  
} // soundmems()


void vu11() {

  EVERY_N_MILLISECONDS(1000) {
    peakspersec = peakcount;                                  // Count the peaks per second. This value will become the foreground hue.
    peakcount = 0;                                            // Reset the counter every second.
  }

  soundrip();

  EVERY_N_MILLISECONDS(20) {
   rippled();
  }

   FastLED.show();

} // loop()


void soundrip() {                                            // Rolling average counter - means we don't have to go through an array each time.

  newtime = millis();
  int tmp = analogRead(MIC_PIN) - 512;
  sample = abs(tmp);

  int potin = map(analogRead(POT_PIN), 0, 1023, 0, 60);

  samplesum = samplesum + sample - samplearray[samplecount];  // Add the new sample and remove the oldest sample in the array 
  sampleavg = samplesum / NSAMPLES;                           // Get an average

  Serial.println(sampleavg);

  
  samplearray[samplecount] = sample;                          // Update oldest sample in the array with new sample
  samplecount = (samplecount + 1) % NSAMPLES;                 // Update the counter for the array

  if (newtime > (oldtime + 200)) digitalWrite(13, LOW);       // Turn the LED off 200ms after the last peak.

  if ((sample > (sampleavg + potin)) && (newtime > (oldtime + 60)) ) { // Check for a peak, which is 30 > the average, but wait at least 60ms for another.
    step = -1;
    peakcount++;
    oldtime = newtime;
  }
  
}  // soundmems()



void rippled() {

  fadeToBlackBy(leds, N_PIXELS, 64);                          // 8 bit, 1 = slow, 255 = fast
  
  switch (step) {

    case -1:                                                  // Initialize ripple variables.
      center = random(N_PIXELS);
      colour = (peakspersec*10) % 255;                        // More peaks/s = higher the hue colour.
      step = 0;
      break;

    case 0:
      leds[center] = CHSV(colour, 255, 255);                  // Display the first pixel of the ripple.
      step ++;
      break;

    case maxsteps:                                            // At the end of the ripples.
      // step = -1;
      break;

    default:                                                  // Middle of the ripples.
      leds[(center + step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);       // Simple wrap from Marc Miller.
      leds[(center - step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);
      step ++;                                                // Next step.
      break;  
  } // switch step
  
} // ripple()


 //Used to draw a line between two points of a given color
    void drawLine(uint8_t from, uint8_t to, uint32_t c) {
      uint8_t fromTemp;
      if (from > to) {
        fromTemp = from;
        from = to;
        to = fromTemp;
      }
      for(int i=from; i<=to; i++){
        strip.setPixelColor(i, c);
      }
    }

void setPixel(int Pixel, byte red, byte green, byte blue) {
    strip.setPixelColor(Pixel, strip.Color(red, green, blue));

}


void setAll(byte red, byte green, byte blue) {

  for(int i = 0; i < N_PIXELS; i++ ) {

    setPixel(i, red, green, blue); 

  }

  strip.show();

}
void vu12() {

  EVERY_N_MILLISECONDS(1000) {
    peakspersec = peakcount;                                  // Count the peaks per second. This value will become the foreground hue.
    peakcount = 0;                                            // Reset the counter every second.
  }

  soundripped();

  EVERY_N_MILLISECONDS(20) {
  rippvu();
  }

   FastLED.show();

} // loop()


void soundripped() {                                            // Rolling average counter - means we don't have to go through an array each time.

  newtime = millis();
  int tmp = analogRead(MIC_PIN) - 512;
  sample = abs(tmp);

  int potin = map(analogRead(POT_PIN), 0, 1023, 0, 60);

  samplesum = samplesum + sample - samplearray[samplecount];  // Add the new sample and remove the oldest sample in the array 
  sampleavg = samplesum / NSAMPLES;                           // Get an average

  Serial.println(sampleavg);

  
  samplearray[samplecount] = sample;                          // Update oldest sample in the array with new sample
  samplecount = (samplecount + 1) % NSAMPLES;                 // Update the counter for the array

  if (newtime > (oldtime + 200)) digitalWrite(13, LOW);       // Turn the LED off 200ms after the last peak.

  if ((sample > (sampleavg + potin)) && (newtime > (oldtime + 60)) ) { // Check for a peak, which is 30 > the average, but wait at least 60ms for another.
    step = -1;
    peakcount++;
    oldtime = newtime;
  }
  
}  // soundmems()
void rippvu() {                                                                 // Display ripples triggered by peaks.

fadeToBlackBy(leds, N_PIXELS, 64);                          // 8 bit, 1 = slow, 255 = fast
  
  switch (step) {

    case -1:                                                  // Initialize ripple variables.
      center = random(N_PIXELS);
      colour = (peakspersec*10) % 255;                        // More peaks/s = higher the hue colour.
      step = 0;
      break;

    case 0:
      leds[center] = CHSV(colour, 255, 255);                  // Display the first pixel of the ripple.
      step ++;
      break;

    case maxsteps:                                            // At the end of the ripples.
      // step = -1;
      break;

    default:                                                  // Middle of the ripples.
      leds[(center + step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);       // Simple wrap from Marc Miller.
      leds[(center - step + N_PIXELS) % N_PIXELS] += CHSV(colour, 255, myfade/step*2);
      step ++;                                                // Next step.
      break;  
  } // switch step
   addGlitter(sampleavg);
} // ripple()



void vu13() {                                                                   // The >>>>>>>>>> L-O-O-P <<<<<<<<<<<<<<<<<<<<<<<<<<<<  is buried here!!!11!1!

 
  EVERY_N_MILLISECONDS(1000) {
    peakspersec = peakcount;                                  // Count the peaks per second. This value will become the foreground hue.
    peakcount = 0;                                            // Reset the counter every second.
  }

  soundripper();

  EVERY_N_MILLISECONDS(20) {
  jugglep();
  }

   FastLED.show();

} // loop()


void soundripper() {                                            // Rolling average counter - means we don't have to go through an array each time.

  newtime = millis();
  int tmp = analogRead(MIC_PIN) - 512;
  sample = abs(tmp);

  int potin = map(analogRead(POT_PIN), 0, 1023, 0, 60);

  samplesum = samplesum + sample - samplearray[samplecount];  // Add the new sample and remove the oldest sample in the array 
  sampleavg = samplesum / NSAMPLES;                           // Get an average

  Serial.println(sampleavg);

  
  samplearray[samplecount] = sample;                          // Update oldest sample in the array with new sample
  samplecount = (samplecount + 1) % NSAMPLES;                 // Update the counter for the array

  if (newtime > (oldtime + 200)) digitalWrite(13, LOW);       // Turn the LED off 200ms after the last peak.

  if ((sample > (sampleavg + potin)) && (newtime > (oldtime + 60)) ) { // Check for a peak, which is 30 > the average, but wait at least 60ms for another.
    step = -1;
    peakcount++;
    oldtime = newtime;
                                                    // Change the current pattern function periodically.
    jugglep();
  }

} // loop()


void jugglep() {                                                                // Use the juggle routine, but adjust the timebase based on sampleavg for some randomness.

// Persistent local variables
  static uint8_t thishue=0;

  timeval = 40;                                                                 // Our EVERY_N_MILLIS_I timer value.

  leds[0] = ColorFromPalette(currentPalette, thishue++, sampleavg, LINEARBLEND);
  
  for (int i = N_PIXELS-1; i >0 ; i-- ) leds[i] = leds[i-1];

  addGlitter(sampleavg/2);                                                      // Add glitter based on sampleavg. By Andrew Tuline.
  
} // matrix()



 
// Input a value 0 to 255 to get a color value.
// The colours are a transition r - g - b - back to r.
uint32_t Wheel(byte WheelPos, float opacity) {
  
  if(WheelPos < 85) {
    return strip.Color((WheelPos * 3) * opacity, (255 - WheelPos * 3) * opacity, 0);
  } 
  else if(WheelPos < 170) {
    WheelPos -= 85;
    return strip.Color((255 - WheelPos * 3) * opacity, 0, (WheelPos * 3) * opacity);
  } 
  else {
    WheelPos -= 170;
    return strip.Color(0, (WheelPos * 3) * opacity, (255 - WheelPos * 3) * opacity);
  }
}


void addGlitter( fract8 chanceOfGlitter) {                                      // Let's add some glitter, thanks to Mark
  
  if( random8() < chanceOfGlitter) {
    leds[random16(N_PIXELS)] += CRGB::White;
  }

} // addGlitter()
// List of patterns to cycle through.  Each is defined as a separate function below.
typedef void (*SimplePatternList[])();
SimplePatternList qPatterns = {vu, vu1, vu2, Vu3, Vu4, Vu5, Vu6, vu7, vu8, vu9, vu10, vu11, vu12, vu13};
uint8_t qCurrentPatternNumber = 0; // Index number of which pattern is current

void nextPattern2()
{
  // add one to the current pattern number, and wrap around at the end
  qCurrentPatternNumber = (qCurrentPatternNumber + 1) % ARRAY_SIZE( qPatterns);
}
void All2()
{
  // Call the current pattern function once, updating the 'leds' array
  qPatterns[qCurrentPatternNumber]();
  EVERY_N_SECONDS( 30 ) { nextPattern2(); } // change patterns periodically
}

Now you need a 5V power supply and a audio input to use this VU Meter.

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