📄 waveform.pde
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// This class is a very simple implementation of AudioListener. By implementing this interface, // you can add instances of this class to any class in Minim that implements Recordable and receive// buffers of samples in a callback fashion. In other words, every time that a Recordable object has // a new buffer of samples, it will send a copy to all of its AudioListeners. You can add an instance of // an AudioListener to a Recordable by using the addListener method of the Recordable. If you want to // remove a listener that you previously added, you call the removeListener method of Recordable, passing // the listener you want to remove.//// Although possible, it is not advised that you add the same listener to more than one Recordable. // Your listener will be called any time any of the Recordables you've added it have new samples. This // means that the stream of samples the listener sees will likely be interleaved buffers of samples from // all of the Recordables it is listening to, which is probably not what you want.//// 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; } synchronized void samples(float[] samp) { left = samp; } 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(); } }}
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