Book Image

Processing 2: Creative Programming Cookbook

Book Image

Processing 2: Creative Programming Cookbook

Overview of this book

Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2: Creative Programming Cookbook" will guide you to explore and experience the open source Processing language and environment, helping you discover advanced features and exciting possibilities with this programming environment like never before. You'll learn the basics of 2D and 3D graphics programming, and then quickly move up to advanced topics such as audio and video visualization, computer vision, and much more with this comprehensive guide. Since its birth in 2001, Processing has grown a lot. What started out as a project by Ben Fry and Casey Reas has now become a widely used graphics programming language. Processing 2 has a lot of new and exciting features. This cookbook will guide you to explore the completely new and cool graphics engine and video library. Using the recipes in this cookbook, you will be able to build interactive art for desktop computers, Internet, and even Android devices! You don't even have to use a keyboard or mouse to interact with the art you make. The book's next-gen technologies will teach you how to design interactions with a webcam or a microphone! Isn't that amazing? "Processing 2: Creative Programming Cookbook" will guide you to explore the Processing language and environment using practical and useful recipes.
Table of Contents (18 chapters)
Processing 2: Creative Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Audio reactive particles


In this recipe, we'll take a look at how we can create interesting audio reactive visuals. This sketch might be a good start, if you want to create your own software to do performances. This sketch is similar to the FFT example, but the visual output is a lot more interesting.

How to do it...

We'll start by importing the minim library and will declare a Minim object, an AudioPlayer object, and an FFT object. We also need an array to store our Particle objects and a boolean variable to use the fading effect or to draw a background in each frame. This is the code for the first part of the sketch.

import ddf.minim.*;
import ddf.minim.signals.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
  
Minim minim;
AudioPlayer player;
FFT fft;
  
Particle[] particles;
  
boolean fade = false;
  
void setup()
{
  size( 640, 480 );
  smooth();
  
  background( 0 );
    
  colorMode( HSB, 360, 100, 100, 100 );
  
  minim = new Minim( this );
    
  player = minim.loadFile...