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The content of a
PImage
object is accessible
through its
pixels[]
field. The pixels,
corresponding to a row-by-row reading of the image, arecontained in this array of size
width*height
. Modify the code in
[link] to use the field
pixels[]
instead of the method
get()
. The final outcome should remain the
same.
The invocation
b.set()
should be replaced by
b.set(i,j,b.pixels[j*b.width+i]+ color(0,0,0, 255 - (int)((1-ramp)*255)) );
Complete the code reported in [link] to obtain the complete Sound Chooser applet.
Add some color to the radii of the Sound Chooser, by
replacing the
line
instructions with
rect
instructions and coloring the bars with
a brightness that increasesgoint from the centre to the
periphery.
Produce a new version of the Sound Chooser of problem [link] employing the library Minim. Note the gained compact form and simplicity of the code.
import ddf.minim.*;
import ddf.minim.effects.*;Minim minim;
AudioPlayer mySample1, mySample2, mySample3, mySample4;LowPassSP lpf1, lpf2, lpf3, lpf4;
float cutoff1, cutoff2, cutoff3, cutoff4;void setup()
{size(200, 200);
colorMode(HSB, 360, height, height);minim = new Minim(this);
mySample1 = minim.loadFile("flauto.aif");mySample2 = minim.loadFile("oboe.wav");
mySample3 = minim.loadFile("tromba.wav");mySample4 = minim.loadFile("violino.wav");lpf1 = new LowPassSP(4000, mySample1.sampleRate());
lpf2 = new LowPassSP(4000, mySample2.sampleRate());lpf3 = new LowPassSP(4000, mySample3.sampleRate());
lpf4 = new LowPassSP(4000, mySample4.sampleRate());mySample1.addEffect(lpf1);
mySample2.addEffect(lpf2);mySample3.addEffect(lpf3);
mySample4.addEffect(lpf4);}void draw()
{stroke(255);
strokeWeight(1);fill(0, 88, 88);
ellipseMode(CORNER);ellipse(50,50,100,100);
beginShape(LINES);vertex(50, 100);
vertex(90, 100);vertex(110, 100);
vertex(150, 100);vertex(100, 50);
vertex(100, 90);vertex(100, 110);
vertex(100, 150);endShape();
}void mouseReleased()
{// FLUTE
if ((mouseX>95)&&(mouseX<105)&&(mouseY>50)&&(mouseY<90)) {
cutoff1 = map(mouseY, 50, 90, 1000, 30);lpf1.setFreq(cutoff1);
println(mouseY + " + " +cutoff1);mySample1.rewind();
mySample1.play();}
// OBOEif ((mouseX>110)&&(mouseX<149)&&(mouseY>95)&&(mouseY<105)) {
cutoff2 = map(mouseX, 110, 149, 30, 1000);lpf2.setFreq(cutoff2);
println(mouseX + " + " +cutoff2);mySample2.rewind();
mySample2.play();}
// TRUMPETif ((mouseX>95)&&(mouseX<105)&&(mouseY>110)&&(mouseY<149)) {
cutoff3 = map(mouseY, 110, 149, 30, 1000);lpf3.setFreq(cutoff3);
println(mouseY + " + " +cutoff3);mySample3.rewind();
mySample3.play();}
// VIOLINif ((mouseX>50)&&(mouseX<90)&&(mouseY>95)&&(mouseY<105)) {
cutoff4 = map(mouseX, 50, 90, 1000, 30);lpf4.setFreq(cutoff4);
println(mouseX + " + " +cutoff4);mySample4.rewind();
mySample4.play();}
}// safely stop the Minim engine upon shutdown.
public void stop(){mySample1.close();
mySample2.close();mySample3.close();
mySample4.close();minim.stop();
super.stop();}
Produce a new version of the Sound Chooser of problem [link] using the Beads library. The signal-processing flow is particularly readable from the resulting code.
import beads.*;
AudioContext ac;String sourceFile; //path to audio file
SamplePlayer mySample1, mySample2, mySample3, mySample4;Gain g;
Glide cutoff1, cutoff2, cutoff3, cutoff4;OnePoleFilter lpf1, lpf2, lpf3, lpf4;
void setup() {size(200, 200);
colorMode(HSB, 360, height, height);ac = new AudioContext();sourceFile = sketchPath("") + "data/flauto.aif";
try {mySample1 = new SamplePlayer(ac, new Sample(sourceFile));
}catch (Exception e) {
println("Exception while attempting to load sample.");e.printStackTrace(); // description of error
exit();}
mySample1.setKillOnEnd(false);sourceFile = sketchPath("") + "data/oboe.wav";try {
mySample2 = new SamplePlayer(ac, new Sample(sourceFile));}
catch (Exception e) {println("Exception while attempting to load sample.");
e.printStackTrace(); // description of errorexit();
}mySample2.setKillOnEnd(false); sourceFile = sketchPath("") + "data/flauto.aif";
sourceFile = sketchPath("") + "data/tromba.wav";try {
mySample3 = new SamplePlayer(ac, new Sample(sourceFile));}
catch (Exception e) {println("Exception while attempting to load sample.");
e.printStackTrace(); // description of errorexit();
}mySample3.setKillOnEnd(false); sourceFile = sketchPath("") + "data/flauto.aif";
sourceFile = sketchPath("") + "data/violino.wav";try {
mySample4 = new SamplePlayer(ac, new Sample(sourceFile));}
catch (Exception e) {println("Exception while attempting to load sample.");
e.printStackTrace(); // description of errorexit();
}mySample4.setKillOnEnd(false);cutoff1 = new Glide(ac, 1000, 20);
lpf1 = new OnePoleFilter(ac, cutoff1);lpf1.addInput(mySample1);
cutoff2 = new Glide(ac, 1000, 20);lpf2 = new OnePoleFilter(ac, cutoff2);
lpf2.addInput(mySample2);cutoff3 = new Glide(ac, 1000, 20);
lpf3 = new OnePoleFilter(ac, cutoff3);lpf3.addInput(mySample3);
cutoff4 = new Glide(ac, 1000, 20);lpf4 = new OnePoleFilter(ac, cutoff4);
lpf4.addInput(mySample4);g = new Gain(ac, 1, 1);g.addInput(lpf1);
g.addInput(lpf2);g.addInput(lpf3);
g.addInput(lpf4);ac.out.addInput(g);
ac.start();background(0);
}void draw()
{stroke(255);
strokeWeight(1);fill(0, 88, 88);
ellipseMode(CORNER);ellipse(50,50,100,100);
beginShape(LINES);vertex(50, 100);
vertex(90, 100);vertex(110, 100);
vertex(150, 100);vertex(100, 50);
vertex(100, 90);vertex(100, 110);
vertex(100, 150);endShape();
}void mouseReleased(){
// FLAUTOif ((mouseX>95)&&(mouseX<105)&&(mouseY>50)&&(mouseY<90)) {
cutoff1.setValue(map(mouseY, 50, 90, 1000, 30));mySample1.setToLoopStart();
mySample1.start();}
// OBOEif ((mouseX>110)&&(mouseX<149)&&(mouseY>95)&&(mouseY<105)) {
cutoff2.setValue(map(mouseX, 110, 149, 30, 1000));mySample2.setToLoopStart();
mySample2.start();}
// TROMBAif ((mouseX>95)&&(mouseX<105)&&(mouseY>110)&&(mouseY<149)) {
cutoff3.setValue(map(mouseY, 110, 149, 30, 1000));mySample3.setToLoopStart();
mySample3.start();}
// VIOLINOif ((mouseX>50)&&(mouseX<90)&&(mouseY>95)&&(mouseY<105)) {
cutoff4.setValue(map(mouseX, 50, 90, 1000, 30));mySample4.setToLoopStart();
mySample4.start();}
}
Processing programmers are encouraged to use bitmap fonts,
encoded in a file with extension
.vlw
. This
makes Processing independent from the fonts that areactually installed on a specific machine. However, it is
possible to use vectorial fonts (e.g.,
TrueType
) by inserting their files (e.g.,
with extension
.ttf
) in the
Data
folder. Try experimenting with vectorial fonts by using
the
createFont()
function. If we give up the
invariance of behavior on different machines, we can passthis function the name of a font that is installed on a
specific computer and not found in the
Data
folder. Finally, under
JAVA2D
rendering mode,
it is possible to use logical fonts, by passing
Serif
,
SansSerif
,
Monospaced
,
Dialog
, or
DialogInput
as a string that specifies the
font as an argument of
createFont()
. Without
the need of loading any font files in the
Data
folder, the correspondence between
logical and physical fonts will be system dependent. Tryexperimenting with logical fonts on your computer.
This is an example of solution. Please make
sure that the fonts used are present in your computer or inthe
Data
folder.
size(200,200, JAVA2D);
PFont fonte;fonte = loadFont("HoeflerText-Black-48.vlw"); // previously created and inserted in Data
textFont(fonte, 12);fill(10, 20, 250, 80);
textAlign(RIGHT);text("pippo pippo non lo sa", 10, 14, 35, 70);
textFont(fonte, 94);textAlign(LEFT);
fill(200, 0, 0, 100);text("ppnls", 25, 5, 150, 190);
fonte = createFont("Serif", 10, false); // Java logical fonttextFont(fonte, 80);
fill(0, 200, 0, 170);rotate(PI/6);
text("LO SO", 20, 20, 280, 280);fonte = createFont("cmsy10", 10, true); // font installed in the system
textFont(fonte, 80);fill(0, 20, 150, 170);
rotate(PI/12);text("ECCO", 20, 20, 280, 280);
fonte = createFont("grunge.ttf", 10, true); // vectorial font in the Data foldertextFont(fonte, 80);
fill(100, 100, 0, 170);rotate(-PI/6);
text("qui", 20, 20, 280, 280);
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