Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Generating sound upon the collision of objects


In this recipe, we will learn how to apply simple physics to object particles and generate sound upon the collision of two objects.

Getting ready

In this example, we are using code described in the recipe Generating a sine oscillator in this chapter, so please refer to that recipe.

How to do it…

We will create a Cinder application to illustrate the mechanism:

  1. Include the following necessary header files:

    #include "cinder/audio/Output.h"
    #include "cinder/audio/Callback.h"
    #include "cinder/Rand.h"
    #include "cinder/CinderMath.h"
    #include "ParticleSystem.h"
  2. Add members to the application's main class for particle simulation:

    ParticleSystem mParticleSystem;
    Vec2fattrPosition;
    float attrFactor;
    float attrRadius;
  3. Add members to the application's main class to make the particles interactive:

    bool    dragging;
    Particle *dragParticle;
  4. Add members for the generation of sound:

    void audioCallback( uint64_t inSampleOffset, uint32_t ioSampleCount,audio::Buffer32f *buffer...