/**
* 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(); }