import beads.*; AudioContext ac; void setup() { frameRate(200); size(300,300); ac = new AudioContext(); /* * How do you trigger events to happen in the future? * * Here's one example where an Envelope is used to trigger * the event. The event itself is a special class that * kills the AudioContext. */ WavePlayer wp = new WavePlayer(ac, 500, Buffer.SINE); Gain g = new Gain(ac, 1, new Envelope(ac, 0.1)); /* * In this line we make the Gain envelope do something (fade to * zero over 5 seconds), and then fire an event to a listener. * * All we have to do is tell the Envelope what listener to trigger. * In this case, this will kill the audio. */ ((Envelope)g.getGainEnvelope()).addSegment(0, 5000, new AudioContextStopTrigger(ac)); g.addInput(wp); ac.out.addInput(g); /* * The clock is just here to prove the point. Notice that the clock * stops ticking. */ Clock c = new Clock(ac, 1000); c.setClick(true); ac.out.addDependent(c); ac.start(); } /* * Here's the code to draw a scatterplot waveform. * The code draws the current buffer of audio across the * width of the window. To find out what a buffer of audio * is, read on. * * Start with some spunky colors. */ color fore = color(255, 102, 204); color back = color(0,0,0); /* * Just do the work straight into Processing's draw() method. */ void draw() { loadPixels(); //set the background Arrays.fill(pixels, back); //scan across the pixels for(int i = 0; i < width; i++) { //for each pixel work out where in the current audio buffer we are int buffIndex = i * ac.getBufferSize() / width; //then work out the pixel height of the audio data at that point int vOffset = (int)((1 + ac.out.getValue(0, buffIndex)) * height / 2); //draw into Processing's convenient 1-D array of pixels pixels[vOffset * height + i] = fore; } updatePixels(); }