Processing

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Reas kicked me in the ass (via e-mail), so I updated the Minim Manual to reflect the Minim 2.0 API. I need to give a shout-out to Urban Giraffe for their Wordpress plug-in Sniplets. This enabled me to pull all of the examples in the Manual directly from the online examples. This means that any time I update the online examples, they will be immediately reflected in the Manual. Rock, rock on, says I.

I’m pretty sure that I didn’t leave anything out, but if you spot any omissions, mistakes, or poorly written explanations, please let me know! I will endeavor to fix the problem as quickly as possible.

Also worth mentioning in this post is that Processing 1.0 is out! I can’t say I contributed much to its release, but its imminent release is what got me to finally cleanup and release Minim 2.0. One exciting detail I don’t think I’ve mentioned is that Minim is now one of the libraries that comes with the Processing download. I am very honored to have my library so closely tied to such an awesome project and I hope that people find working with Minim as easy as it is to work with the core Processing API.

While writing the example that I just posted, I discovered a couple nasty bugs that would have made a lot of people unhappy. For the curious, they were that the getChannel method was not returning the correct channel when using BufferedAudio.LEFT and BufferedAudio.RIGHT, and that stereo AudioSamples were only playing the left channel. All my tests thus far have used mono files, so that one just slipped past me. I’ve packed up a new release and updated the download page.

Kyle says, “Like what if I want to load up a sound and remove certain portions that fit some criteria or rearrange it (i.e., non-real-time processing)?”

What you want to do is currently possible to a certain degree using AudioSample. It now has a method called getChannel(int), which comes from the BufferedAudio interface. This method returns in a float array the actual samples being used by the object when you trigger it. You can then manipulate those values and hear the change when you trigger it.

Example (view online)

import ddf.minim.*;
 
Minim minim;
AudioSample jingle;
 
void setup()
{
  size(512, 200, P3D);
 
  minim = new Minim(this);
 
  jingle = minim.loadSample("jingle.mp3", 2048);
  // get the left channel of the audio as a float array
  // getChannel is defined in the interface BuffereAudio, 
  // which also defines two constants to use as an argument
  // BufferedAudio.LEFT and BufferedAudio.RIGHT
  float[] leftChannel = jingle.getChannel(BufferedAudio.LEFT);
  // now we are just going to reverse the left channel
  float[] reversed = reverse(leftChannel);
  arraycopy(reversed, 0, leftChannel, 0, leftChannel.length);
}
 
void draw()
{
  background(0);
  stroke(255);
  for(int i = 0; i < jingle.bufferSize() - 1; i++)
  {
    line(i, 50 - jingle.left.get(i)*50, i+1, 50 - jingle.left.get(i+1)*50);
    line(i, 150 - jingle.right.get(i)*50, i+1, 150 - jingle.right.get(i+1)*50);
  }
}
 
void keyPressed()
{
  jingle.trigger();
}
 
void stop()
{
  // always close Minim audio classes when you finish with them
  jingle.close();
  minim.stop();
 
  super.stop();
}

Egged on by the Processing 1.0 team, I spent today putting together a new release of Minim, which had been languishing on my computer. The lion’s share of the work was simply updating the examples and then uploading them. I really need to automate that process, it’s a big pain. Still not done: updating the manual.

A very important change to be aware of if you are upgrading, is that the Minim class is now instantiable. All of the load and get methods have been changed to regular old member functions, rather than static on the class. The static start(PApplet) method has been removed, you must now pass your sketch into the constructor, like so:

Minim minim = new Minim(this);
AudioPlayer player = minim.loadFile("blah.wav");

A very cool addition is getMetaData() for AudioPlayer, AudioSnippet, and AudioSample. The ability to read the ID3 tags from mp3 files was always there in the package I use for playing those, but I didn’t hook it up initially. Now all the tags you probably care about get stuffed into an AudioMetaData object when you load a file. Check out the online example.

An interesting implementation change is that I’ve broken out the Javasound specific code from the generic audio abstraction layer code. This means that there is now a package called ddf.minim.spi, which defines a bunch of interfaces that Minim uses to load files and acquire inputs and outputs. The key interface is MinimServiceProvider, which looks a lot like a slimmed down version of Minim’s interface. It is now possible for you implement MinimServiceProvider and then pass an instance of your implementation into the Minim constructor. Minim will use your implementation for all audio resource acquisition. This means that the default implementation, which uses Javasound, does exactly that and lives in jsminim.jar, which is included with the distro. One of the reasons that I did this was so that I could easily write an implementation of Minim that uses an FModEx Java binding. Work has begun on that, but it is not yet finished. Still, something to look forward to!

I’ve been wanting to make a sound-generating game for a while, I’m always inspired when I play games like Rez, Every Extend Extra, and ElectroPlankton. However, what I don’t want to do is make a Rez clone where there are already constructed songs that you just trigger new layers in and I don’t want to do a beat matching game because Harmonix already has that market cornered. So I’ve started working on a little sound-generating game/toy. It plays like a really simple shmup, but the mechanics are really just an interface to building up sound over time. You can fly a little ship around with some amoebas and they will just harmlessly bounce off of your ship. If you shoot an amoeba it will add a note to a music loop that plays throughout. This loop starts out with nothing in it, so the beginning of the game is silent. The color of each amoeba directly maps to the pitch and velocity of the note that they will create, but it is a narrow range so it is not immediately obvious what note you will get.

Play it.

There are still a few things that I want to add, both visual and aural, but the basic idea is there. I will probably also be writing my own Sequencer implementation because the one that comes with Java hiccups sometimes and doesn’t do track muting properly. Or, rather, it probably does track muting exactly how the author of the implementation intended, but that intent is not one that I agree with. If Processing didn’t make it so easy to create visuals I think I would have totally given up on audio/midi in Java by now.

Decided to take a little break from developing Minim and make something with it instead. I made a synth that uses the positions of particles in a simulation to change the frequency and pan position of several oscillators. It comes in two flavors: mono and poly.

Well, I accomplished one of my two goals and finished writing the Minim manual. Hopefully it is clear and will be a useful reference for people. I wasn’t able to push out a new release because of holiday parties, distractions from other projects, and so forth.

Some good news for Minim development, however, is that I finally got around to setting up my PC to dual boot Ubuntu and Windows XP, so I’ll be developing primarily in Linux and then testing things back in Windows. I have already discovered that Linux is pretty tetchy, has latency issues, and is just generally not as great for audio. I have an idea for how to solve the latency issue, but it will require pretty significant recoding. I may just release a new version of Minim within the next month to make some small API changes available and then push dealing with the latency issue into the following release. I’m going to try to be better about semi-regular releases so that when people send me bugs I deal with them quickly and then release a new version.

Man, been a long time. I used to be annoyed by people who release tools like Minim and then leave them undeveloped for long stretches of time with nary a peep about how things are going or when they plan to release a new version. I was even more annoyed when documentation was missing or incomplete. No longer! I have become one of those people! It makes me a bit sad but at the same time a full-time job plus a social life really eats up most of the hours in a day.

Here is a promise I hope to keep:

Before the year is out I will finish the Minim Manual and release a new version of the library, incorporating a couple fixes people have sent me and also adding a little bit of new functionality.

Finished up the second gameplay prototype for Primaries. Play it here:

http://code.compartmental.net/primaries/proto2/

I like it. It hurts my head a little to play it, but I enjoy that in a puzzle game. However, I don’t think it’d be very fun to play while drunk. I also don’t think it’d be very fun to watch someone play it, either while they were drunk and you were sober, or they were sober and you were drunk, or you were both drunk. It’s also not very conducive to a five minute gameplay session, even if you already know how to play. Admittedly, the keyboard controls complicate things a bit and it would be a little easier with a 360 controller, but even still.

The verdict?

KISS!

I think I’m going to reduce it to a single grid and do Puzzle Quest style swapping. Color mixing will still be involved, since you could swap two tiles and match two colors with that swap, and I think that will be a nice twist. But it probably also means I will have to come up with a clever way to initialize the board so that you don’t get a bajillion matches right off the bat.

But now, Bioshock calls!

So I started working on a way to draw the grids for Primaries. It involves using a particle system. Here’s a prototype that does not allow me to do what I need to, but is fun to play with:

http://code.compartmental.net/primaries/particle_spring_grid/

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