import ddf.minim.*;
Minim minim;
AudioPlayer player;
PImage img;
void setup() {
size(728, 546);
minim = new Minim(this);
player = minim.loadFile("Bassnectar_-_Magical_World_feat.wav");
player.play();
img= loadImage("cat-in-shades-.jpg");
}
void draw() {
image(img, 0, 0);
tint(0, 100, 150);
stroke(255);
strokeWeight(4);
float a = 0;
float angle = (2*PI) / 200;
for(int i=0; i < player.bufferSize() - 1; i++) {
//player.mix.get(i) is a value between [-1,1]
float x = 250 + cos(a) * (20 * player.mix.get(i) + 100);
float x2 = 540 + cos(a) * (20 * player.mix.get(i) + 100);
float y = 230 + sin(a) * (20 * player.mix.get(i) + 100);
float y2 = 240 + sin(a) * (20 * player.mix.get(i) + 100);
float xFinal = 250 + cos(a+angle) * (20 * player.mix.get(i+1) + 100);
float x2Final = 540 + cos(a+angle) * (20 * player.mix.get(i+1) + 100);
float yFinal = 230 + sin(a+angle) * (20 * player.mix.get(i+1) + 100);
float y2Final = 240 + sin(a+angle) * (20 * player.mix.get(i+1) + 100);
line(x,y,xFinal,yFinal);
line(x2,y2,x2Final,y2Final);
a += angle;
}
}
void stop() {
player.close();
minim.stop();
super.stop();
}
以上代码用于在使用Minim库处理中创建音频可视化工具。出于某种原因,我很难看到如何在代码的for循环中形成一个圆。 总的来说,我也试图分解代码并更深入地了解正在发生的事情。我对以下内容感到困惑: 'float x = 250 + cos(a)*(20 * player.mix.get(i)+ 100);' 20倍和100倍用于扩大样本吗?如果是这样的话那么为什么当我摆脱20次并且只有20000时,圆形可视化器不显示? 250是否用于在背景图像中的x轴上放置线的起点? 最后,为什么需要变量'angle'?当我拿出它时,我注意到可视化器不像在象限之间看起来那样平滑 我一直在玩这个代码,并没有找到太多的详细解释的例子,所以任何帮助将不胜感激。谢谢。
答案 0 :(得分:1)
您需要做的第一件事是更好地理解基本的三角学。那里有大量资源:尝试谷歌搜索&#34; sin cos教程&#34;或者&#34;游戏开发的罪恶和成本;#34;或&#34; sohcahtoa&#34;一堆结果。
但基本上,如果你有一个起点,一个旋转和一个距离,你可以找出终点在sin
和cos
的位置。计算终点的基本公式是:
endX = startX + cos(rotation)*distance;
endY = startY + sin(rotation)*distance;
您的代码使用此公式查找圆周围的点,以便它们可以在它们之间绘制线条以绘制圆圈。圆的每个线段都是2个端点。
angle
变量用于指定这些点之间的距离。你制作的越小,圈子越多&#34;它会看起来。你做得越大,你就能越多地看到构成圆圈的直线。
使用更简单的示例可能更容易:
void setup(){
size(500, 500);
}
void draw(){
background(0);
//draw white
stroke(255);
//the start point- try changing this to mouseX and mouseY
float centerX = width/2;
float centerY = height/2;
//the distance from the start point
float radius = 100;
//how far apart the points are
float angleIncrement = 30;
//loop to go around the circle. Try changing it to 180 to see what happens.
for(float angleInDegrees = 0; angleInDegrees <= 360; angleInDegrees+=angleIncrement){
//the first "end point" is the start point of the line
float startX = centerX + cos(radians(angleInDegrees))*radius;
float startY = centerY + sin(radians(angleInDegrees))*radius;
//the second "end point" is the end point of the line
//notice that we're adding the angleIncrement to the angle to get the next point
float endX = centerX + cos(radians(angleInDegrees+angleIncrement))*radius;
float endY = centerY + sin(radians(angleInDegrees+angleIncrement))*radius;
//draw the line
line(startX, startY, endX, endY);
}
}