wave(ctx, t) {
        ctx.lineWidth = this.lineWidth;

        if (t) {
            if (!this.time_) this.time_ = t;
            const p = t - this.time_;
            if (p > this.fpsTime_ || this.isForceRander_) {
                this.time_ = t;
                this.isFps_ = true;
            } else {
                this.isFps_ = false;
            }
        }
        this.isForceRander_ = false;

        const total = this.model.data.length;
        let i, d;
        for (i = 0; i < total; i++) {
            d = this.model.data[i];
            Color(ctx, i, d, this.color_);
            Wave(ctx, d, this.model.scale, this.amplitude_, this.weight_, this.isFps_);
        }
    }
Draw the wave effect.
@param {CanvasRenderingContext2D} ctx
@param {DOMHighResTimeStamp} t time stemp from requestAnimationFrame()