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

Making our particles sound reactive


In this recipe we will pick on the previous particle system and add animations based on fast Fourier transform (FFT) analysis from an audio file.

The FFT analysis will return a list of values representing the amplitudes of several frequency windows. We will match each particle to a frequency window and use its value to animate the repulsion that each particle applies to all other particles.

This example uses Cinder's FFT processor, which is only available on Mac OS X.

Getting ready

We will be using the same particle system developed in the previous recipe, Creating a particle system in 2D. Create the Particle and ParticleSystem classes described in that recipe, and include the ParticleSystem.h file at the top of the application's source file.

How to do it…

Using values from the FFT analysis we will animate our particles. Perform the following steps to do so:

  1. Declare a ParticleSystem object on your application's class and a variable to store the number of particles...