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82 lines
3.3 KiB
Plaintext
82 lines
3.3 KiB
Plaintext
/**
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* This sketch demonstrates how to use the <code>loadSample</code> method of <code>Minim</code>.
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* The <code>loadSample</code> method allows you to specify the sample you want to load
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* with a <code>String</code> and optionally specify what you want the buffer size of the
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* returned <code>AudioSample</code> to be. Minim is able to load wav files, au files, aif
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* files, snd files, and mp3 files. When you call <code>loadSample</code>, if you just
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* specify the filename it will try to load the sample from the data folder of your sketch.
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* However, you can also specify an absolute path (such as "C:\foo\bar\thing.wav") and the
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* file will be loaded from that location (keep in mind that won't work from an applet).
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* You can also specify a URL (such as "http://www.mysite.com/mp3/song.mp3") but keep in mind
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* that if you run the sketch as an applet you may run in to security restrictions
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* if the applet is not on the same domain as the file you want to load. You can get around
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* the restriction by signing all of the jars in the applet.
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* <p>
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* An <code>AudioSample</code> is a special kind of file playback that allows
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* you to repeatedly <i>trigger</i> an audio file. It does this by keeping the
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* entire file in an internal buffer and then keeping a list of trigger points.
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* <code>AudioSample</code> supports up to 20 overlapping triggers, which
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* should be plenty for short sounds. It is not advised that you use this class
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* for long sounds (like entire songs, for example) because the entire file is
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* kept in memory.
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* <p>
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* Use 'k' and 's' to trigger a kick drum sample and a snare sample, respectively.
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* You will see their waveforms drawn when they are played back.
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*/
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import ddf.minim.*;
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Minim minim;
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AudioSample kick;
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AudioSample snare;
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void setup()
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{
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size(512, 200, P3D);
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minim = new Minim(this);
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// load BD.wav from the data folder
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kick = minim.loadSample( "BD.mp3", // filename
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512 // buffer size
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);
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// An AudioSample will spawn its own audio processing Thread,
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// and since audio processing works by generating one buffer
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// of samples at a time, we can specify how big we want that
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// buffer to be in the call to loadSample.
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// above, we requested a buffer size of 512 because
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// this will make the triggering of the samples sound more responsive.
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// on some systems, this might be too small and the audio
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// will sound corrupted, in that case, you can just increase
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// the buffer size.
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// if a file doesn't exist, loadSample will return null
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if ( kick == null ) println("Didn't get kick!");
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// load SD.wav from the data folder
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snare = minim.loadSample("SD.wav", 512);
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if ( snare == null ) println("Didn't get snare!");
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}
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void draw()
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{
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background(0);
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stroke(255);
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// use the mix buffer to draw the waveforms.
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for (int i = 0; i < kick.bufferSize() - 1; i++)
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{
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float x1 = map(i, 0, kick.bufferSize(), 0, width);
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float x2 = map(i+1, 0, kick.bufferSize(), 0, width);
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line(x1, 50 - kick.mix.get(i)*50, x2, 50 - kick.mix.get(i+1)*50);
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line(x1, 150 - snare.mix.get(i)*50, x2, 150 - snare.mix.get(i+1)*50);
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}
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}
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void keyPressed()
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{
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if ( key == 's' ) snare.trigger();
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if ( key == 'k' ) kick.trigger();
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}
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