Processing
CODE
PVector v1 = new PVector(50,250); PVector v2 = new PVector(150,250); PVector v3 = new PVector(450,550); PVector v4 = new PVector(600,50);
boolean v1Selected = false; boolean v2Selected = false; boolean v3Selected = false; boolean v4Selected = false;
int steps = 200; int step = 1; int i = 0;
import ddf.minim.*;
import ddf.minim.ugens.*;
Minim minim; AudioOutput out; Oscil wave;
void setup() {
size (1000,800); minim = new Minim(this); // use the getLineOut method of the Minim object to get an AudioOutput object out = minim.getLineOut(); // create a sine wave Oscil, set to 440 Hz, at 0.5 amplitude wave = new Oscil( 440, 0.5f, Waves.SINE ); // patch the Oscil to the output wave.patch( out );
}
void draw() {
background(0); strokeWeight(3); stroke(255); noFill(); bezier(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, v4.x, v4.y); fill(0); ellipse(v1.x, v1.y, 15, 15); ellipse(v2.x, v2.y, 15, 15); ellipse(v3.x, v3.y, 15, 15); ellipse(v4.x, v4.y, 15, 15); float t = i/float(steps); float x = bezierPoint(v1.x, v2.x, v3.x, v4.x, t); float y = bezierPoint(v1.y, v2.y, v3.y, v4.y, t); fill(0,255,0); noStroke(); ellipse(x, y, 40,40); ellipse(x, 700, 30 ,30); int c = (int)map(x, 0, 660, 0, 255); fill(c,0,255); rect(width - 240, y, c, c); float amp = map( y, 0, height, 1, 0 ); wave.setAmplitude( amp ); float freq = map( x, 0, width, 110, 880 ); wave.setFrequency( freq ); i = i + step; if (i >= steps || i < 0){ step = - step; }
}
void mousePressed() {
if(dist(mouseX, mouseY, v1.x, v1.y) < 7.5) { v1Selected = true; } if(dist(mouseX, mouseY, v2.x, v2.y) < 7.5) { v2Selected = true; } if(dist(mouseX, mouseY, v3.x, v3.y) < 7.5) { v3Selected = true; } if(dist(mouseX, mouseY, v4.x, v4.y) < 7.5) { v4Selected = true; }
}
void mouseDragged() {
if(v1Selected) { v1.x = mouseX; v1.y = mouseY; } if(v2Selected) { v2.x = mouseX; v2.y = mouseY; } if(v3Selected) { v3.x = mouseX; v3.y = mouseY; } if(v4Selected) { v4.x = mouseX; v4.y = mouseY; }
}
void mouseReleased() { v1Selected = false; v2Selected = false; v3Selected = false; v4Selected = false; }