/**
* Load Sample
* by Damien Di Fede.
*
* This sketch demonstrates how to use the loadSample
* method of Minim
. The loadSample
* method allows you to specify the sample you want to load with
* a String
and optionally specify what you
* want the buffer size of the returned AudioSample
* to be. If you don't specify a buffer size, the returned sample
* will have a buffer size of 1024. Minim is able to load wav files,
* au files, aif files, snd files, and mp3 files. When you call
* loadSample
, 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 the applet. Before you
* exit your sketch make sure you call the close
method
* of any AudioSamples
's you have received from
* loadSample
.
*
* An AudioSample
is a special kind of file playback that
* allows you to repeatedly trigger an audio file. It does this
* by keeping the entire file in an internal buffer and then keeping a
* list of trigger points. AudioSample
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.
*
* Press 'k' to trigger the sample.
*/
import ddf.minim.*;
Minim minim;
AudioSample kick;
void setup()
{
size(512, 200, P3D);
// always start Minim before you do anything with it
minim = new Minim(this);
// load BD.mp3 from the data folder with a 1024 sample buffer
// kick = Minim.loadSample("BD.mp3");
// load BD.mp3 from the data folder, with a 512 sample buffer
kick = minim.loadSample("BD.mp3", 2048);
}
void draw()
{
background(0);
stroke(255);
// use the mix buffer to draw the waveforms.
// because these are MONO files, we could have used the left or right buffers and got the same data
for (int i = 0; i < kick.bufferSize() - 1; i++)
{
line(i, 100 - kick.left.get(i)*50, i+1, 100 - kick.left.get(i+1)*50);
}
}
void keyPressed()
{
if ( key == 'k' ) kick.trigger();
}
void stop()
{
// always close Minim audio classes when you are done with them
kick.close();
minim.stop();
super.stop();
}