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

Adding a delay effect


In this recipe, we will learn how to add a delay effect to the frequency modulation audio generated in the previous recipe.

Getting ready

We will use the source code from the previous recipe, Generating sound with frequency modulation.

How to do it…

We will store our audio values and play them after an interval to achieve a delay effect using the following steps:

  1. Add the following member variables:

    int mDelay;
    float mMix, mFeedback;
    vector<float> mDelayLine;
    int mDelayIndex;
    int mDelaySize;

    Let's initialize the variables created above and initialize our delay line with zeros.

    Then add the following in the setup method:

    mDelay = 200;
    mMix = 0.2f;
    mFeedback = 0.3f;
    mDelaySize = mDelay * 44.1f;
    for( int i=0; i<mDelaySize; i++ ){
     mDelayLine.push_back( 0.0f );
    }
  2. In the implementation of our audioCallback method, we will read back from the buffer the values that were generated in the frequency modulation and calculate the delay.

    The final value is again passed into the buffer...