core | ugens | analysis




Enabled or disable sample interpolation. When the rate is less than 1, that means that TickRate will need to generate more output sample frames than it gets from the UGen patched to it. With interpolation turned on, it will create these in-between sample frames by interpolating between subsequent sample frames generated by the patched UGen. With interpolation turned off, this simply generates the most recent sample frame generated by the patch UGen until it's time to generate a new one. The result can be "crunchy" sounding, with crunchiness increasing as the rate is reduced. Interpolation is turned off be default because TickRate is more computationally expensive with it on.


void setInterpolation(boolean doInterpolate)


doInterpolate — boolean: whether or not this TickRate should interpolate






  This is an example of how to use a TickRate UGen to control 
  the tick rate of another UGen, in this case a FilePlayer. <br/>
  A TickRate will tick the UGen patched to it at a rate relative 
  to the normal tick rate. So a TickRate with a value of 1 
  will simply pass the audio. A TickRate with a value of 2 
  will tick the incoming UGen twice as fast as normal. 
  If the value of TickRate is ever set to 0 or lower, 
  it will simply generate silence and not tick its incoming UGen at all. 
  This is because there isn't a way to tell a UGen to tick backwards.
  Slide the mouse left and right in the window 
  to control the playback rate of the loop.
  Hold 'i' to make TickRate interpolate between actual sample values 
  (this will remove the "crunch" when at rates less than 1).
  For more information about Minim and additional features, 
  author: Damien Di Fede

import ddf.minim.*;
import ddf.minim.spi.*; // for AudioRecordingStream
import ddf.minim.ugens.*;

// declare everything we need to play our file and control the playback rate
Minim minim;
TickRate rateControl;
FilePlayer filePlayer;
AudioOutput out;

// you can use your own file by putting it in the data directory of this sketch
// and changing the value assigned to fileName here.
String fileName = "again_loop.aif";

void setup()
  // setup the size of the app
  size(640, 200);
  // create our Minim object for loading audio
  minim = new Minim(this);
  // this opens the file and puts it in the "play" state.                           
  filePlayer = new FilePlayer( minim.loadFileStream(fileName) );
  // and then we'll tell the recording to loop indefinitely
  // this creates a TickRate UGen with the default playback speed of 1.
  // ie, it will sound as if the file is patched directly to the output
  rateControl = new TickRate(1.f);
  // get a line out from Minim. It's important that the file is the same audio format 
  // as our output (i.e. same sample rate, number of channels, etc).
  out = minim.getLineOut();
  // patch the file player through the TickRate to the output.

// keyPressed is called whenever a key on the keyboard is pressed
void keyPressed()
  if ( key == 'i' || key == 'I' )
    // with interpolation on, it will sound as a record would when slowed down or sped up
    rateControl.setInterpolation( true );

void keyReleased()
  if ( key == 'i' || key == 'I' )
    // with interpolation off, the sound will become "crunchy" when playback is slowed down
    rateControl.setInterpolation( false );

// draw is run many times
void draw()
  // change the rate control value based on mouse position
  float rate = map(mouseX, 0, width, 0.0f, 3.f);
  // erase the window to black
  background( 0 );
  // draw using a white stroke
  stroke( 255 );
  // draw the waveforms
  for( int i = 0; i < out.bufferSize() - 1; i++ )
    // find the x position of each buffer value
    float x1  =  map( i, 0, out.bufferSize(), 0, width );
    float x2  =  map( i+1, 0, out.bufferSize(), 0, width );
    // draw a line from one buffer position to the next for both channels
    line( x1, 50  - out.left.get(i)*50,  x2, 50  - out.left.get(i+1)*50);
    line( x1, 150 - out.right.get(i)*50, x2, 150 - out.right.get(i+1)*50);


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