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78 lines
2.8 KiB
Plaintext
Executable File
78 lines
2.8 KiB
Plaintext
Executable File
/**
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* Load Sample
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* by Damien Di Fede.
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*
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* This sketch demonstrates how to use the <code>loadSample</code>
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* method of <code>Minim</code>. The <code>loadSample</code>
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* method allows you to specify the sample you want to load with
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* a <code>String</code> and optionally specify what you
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* want the buffer size of the returned <code>AudioSample</code>
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* to be. If you don't specify a buffer size, the returned sample
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* will have a buffer size of 1024. Minim is able to load wav files,
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* au files, aif files, snd files, and mp3 files. When you call
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* <code>loadSample</code>, if you just specify the filename it will
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* try to load the sample from the data folder of your sketch. However,
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* you can also specify an absolute path (such as "C:\foo\bar\thing.wav")
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* and the file will be loaded from that location (keep in mind that
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* won't work from an applet). You can also specify a URL (such as
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* "http://www.mysite.com/mp3/song.mp3") but keep in mind that if you
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* 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.
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* You can get around the restriction by signing the applet. Before you
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* exit your sketch make sure you call the <code>close</code> method
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* of any <code>AudioSamples</code>'s you have received from
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* <code>loadSample</code>.
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*
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* An <code>AudioSample</code> is a special kind of file playback that
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* allows you to repeatedly <i>trigger</i> an audio file. It does this
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* by keeping the entire file in an internal buffer and then keeping a
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* list of trigger points. <code>AudioSample</code> supports up to 20
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* overlapping triggers, which should be plenty for short sounds. It is
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* not advised that you use this class for long sounds (like entire songs,
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* for example) because the entire file is kept in memory.
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*
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* Press 'k' to trigger the sample.
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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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void setup()
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{
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size(512, 200, P2D);
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// always start Minim before you do anything with it
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minim = new Minim(this);
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// load BD.mp3 from the data folder with a 1024 sample buffer
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// kick = Minim.loadSample("BD.mp3");
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// load BD.mp3 from the data folder, with a 512 sample buffer
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kick = minim.loadSample("BD.mp3", 2048);
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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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// because these are MONO files, we could have used the left or right buffers and got the same data
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for (int i = 0; i < kick.bufferSize() - 1; i++)
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{
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line(i, 100 - kick.left.get(i)*50, i+1, 100 - kick.left.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 == 'k' ) kick.trigger();
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}
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void stop()
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{
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// always close Minim audio classes when you are done with them
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kick.close();
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minim.stop();
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super.stop();
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}
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