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Minim |
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trigger |
Description Triggers the sound to play once. Can be called again before the sound finishes playing.Signature void trigger() Returns None Related AudioSampleExample /**
* This sketch demonstrates how to use the <code>loadSample</code> method of <code>Minim</code>.
* The <code>loadSample</code> method allows you to specify the sample you want to load
* with a <code>String</code> and optionally specify what you want the buffer size of the
* returned <code>AudioSample</code> to be. Minim is able to load wav files, au files, aif
* files, snd files, and mp3 files. When you call <code>loadSample</code>, if you just
* specify the filename it will try to load the sample from the data folder of your sketch.
* However, you can also specify an absolute path (such as "C:\foo\bar\thing.wav") and the
* file will be loaded from that location (keep in mind that won't work from an applet).
* You can also specify a URL (such as "http://www.mysite.com/mp3/song.mp3") but keep in mind
* that if you run the sketch as an applet you may run in to security restrictions
* if the applet is not on the same domain as the file you want to load. You can get around
* the restriction by signing all of the jars in the applet.
* <p>
* An <code>AudioSample</code> is a special kind of file playback that allows
* you to repeatedly <i>trigger</i> an audio file. It does this by keeping the
* entire file in an internal buffer and then keeping a list of trigger points.
* <code>AudioSample</code> supports up to 20 overlapping triggers, which
* should be plenty for short sounds. It is not advised that you use this class
* for long sounds (like entire songs, for example) because the entire file is
* kept in memory.
* <p>
* Use 'k' and 's' to trigger a kick drum sample and a snare sample, respectively.
* You will see their waveforms drawn when they are played back.
* <p>
* For more information about Minim and additional features,
* visit http://code.compartmental.net/minim/
*/
import ddf.minim.*;
Minim minim;
AudioSample kick;
AudioSample snare;
void setup()
{
size(512, 200, P3D);
minim = new Minim(this);
// load BD.wav from the data folder
kick = minim.loadSample( "BD.mp3", // filename
512 // buffer size
);
// An AudioSample will spawn its own audio processing Thread,
// and since audio processing works by generating one buffer
// of samples at a time, we can specify how big we want that
// buffer to be in the call to loadSample.
// above, we requested a buffer size of 512 because
// this will make the triggering of the samples sound more responsive.
// on some systems, this might be too small and the audio
// will sound corrupted, in that case, you can just increase
// the buffer size.
// if a file doesn't exist, loadSample will return null
if ( kick == null ) println("Didn't get kick!");
// load SD.wav from the data folder
snare = minim.loadSample("SD.wav", 512);
if ( snare == null ) println("Didn't get snare!");
}
void draw()
{
background(0);
stroke(255);
// use the mix buffer to draw the waveforms.
for (int i = 0; i < kick.bufferSize() - 1; i++)
{
float x1 = map(i, 0, kick.bufferSize(), 0, width);
float x2 = map(i+1, 0, kick.bufferSize(), 0, width);
line(x1, 50 - kick.mix.get(i)*50, x2, 50 - kick.mix.get(i+1)*50);
line(x1, 150 - snare.mix.get(i)*50, x2, 150 - snare.mix.get(i+1)*50);
}
}
void keyPressed()
{
if ( key == 's' ) snare.trigger();
if ( key == 'k' ) kick.trigger();
}
Usage Web & Application |