Minim |
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removeListener |
Description Removes an AudioListener that was previously added to this sound object.Signature void removeListener(AudioListener listener) Parameters listener — the AudioListener that should stop listening to thisReturns None Related AudioListenerExample /** * This sketch demonstrates how to implement an AudioListener and then add and remove it from one of Minim's * classes that support AudioListeners: AudioPlayer, AudioSample, AudioOutput, and AudioInput. * * An AudioListener is an interface that you can implement in your own classes, which allows you to receive * sample buffers from sound generating classes immediately after they are generated. This is particularly * useful when you are doing audio analysis because it ensures that you will only see each buffer of audio * once. If instead you perform your analysis in the draw method of your sketch, you might get less than * perfect results because they audio samples may change while you are observing them. This happens because * the audio is generated in a different thread of execution than draw is called from. * * You can add an instance of an AudioListener to a sound generating object by using the addListener * method of the class. If you want to remove a listener that you previously added, you call the * removeListener method, passing the listener you want to remove. * * Although possible, it is not advised that you add the same listener to more than one sound generating object. * Your listener will be called any time any of the objects you've added it to have new samples. * This means that the stream of samples the listener sees will likely be interleaved buffers of samples from * all of the objects it is listening to, which is probably not what you want. */ import ddf.minim.*; Minim minim; AudioPlayer groove; WaveformRenderer waveform; boolean listening; // You'll notice that the three methods of this class are synchronized. This is because the samples methods // will be called from a different thread than the one instances of this class will be created in. That thread // might try to send samples to an instance of this class while the instance is in the middle of drawing the // waveform, which would result in a waveform made up of samples from two different buffers. Synchronizing // all the methods means that while the main thread of execution is inside draw, the thread that calls // samples will block until draw is complete. Likewise, a call to draw will block if the sample thread is inside // one of the samples methods. Hope that's not too confusing! class WaveformRenderer implements AudioListener { private float[] left; private float[] right; WaveformRenderer() { left = null; right = null; } public synchronized void samples(float[] samp) { left = samp; } public synchronized void samples(float[] sampL, float[] sampR) { left = sampL; right = sampR; } synchronized void draw() { // we've got a stereo signal if right or left are not null if ( left != null && right != null ) { noFill(); stroke(255); beginShape(); for ( int i = 0; i < left.length; i++ ) { vertex(i, height/4 + left[i]*50); } endShape(); beginShape(); for ( int i = 0; i < right.length; i++ ) { vertex(i, 3*(height/4) + right[i]*50); } endShape(); } else if ( left != null ) { noFill(); stroke(255); beginShape(); for ( int i = 0; i < left.length; i++ ) { vertex(i, height/2 + left[i]*50); } endShape(); } } } void setup() { size(512, 200, P3D); minim = new Minim(this); groove = minim.loadFile("groove.mp3", 512); groove.loop(); waveform = new WaveformRenderer(); } void draw() { background(0); if ( listening ) { waveform.draw(); } if ( listening ) { text("Press space to remove the listener", 10, 20 ); } else { text("Press space to add the listener", 10, 20 ); } } void keyPressed() { if ( key == ' ' ) { if ( !listening ) { groove.addListener( waveform ); listening = true; } else { groove.removeListener( waveform ); listening = false; } } } Usage Web & Application |