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  • Book Overview & Buying Mastering openFrameworks: Creative Coding Demystified
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Mastering openFrameworks: Creative Coding Demystified

Mastering openFrameworks: Creative Coding Demystified

By : Denis Perevalov
4.5 (13)
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Mastering openFrameworks: Creative Coding Demystified

Mastering openFrameworks: Creative Coding Demystified

4.5 (13)
By: Denis Perevalov

Overview of this book

openFrameworks is a powerful programming toolkit and library designed to assist the creative process through simplicity and intuitiveness. It's a very handy software library written in C++ to reduce the software development process, helping you to kick-start creative coding. With the help of C++ and shaders support, openFrameworks allows for the processing of all kinds of media information with your custom-developed algorithms at the lowest possible level, with the fastest speed. "Mastering openFrameworks: Creative Coding Demystified" will introduce you to a world of creative coding projects, including interactive installations, audio-visual, and sound art projects. You will learn how to make your own projects using openFrameworks. This book focuses on low-level data processing, which allows you to create really unique and cutting-edge installations and projects. "Mastering openFrameworks: Creative Coding Demystified" provides a complete introduction to openFrameworks, including installation, core capabilities, and addons. Advanced topics like shaders, computer vision, and depth cameras are also covered. We start off by discussing the basic topics such as image and video loading, rendering and processing, playing sound samples, and synthesizing new sounds. We then move on to cover 3D graphics, computer vision, and depth cameras. You will also learn a number of advanced topics such as video mapping, interactive floors and walls, video morphing, networking, and using geometry shaders. You will learn everything you need to know in order to create your own projects; create projects of all levels, ranging from simple creative-code experiments, to big interactive systems consisting of a number of computers, depth cameras, and projectors.
Table of Contents (22 chapters)
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Mastering openFrameworks: Creative Coding Demystified
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
3
Index

Using a microphone


The way to input sound data from a microphone or other audio input device is similar to the sound output considered earlier, with small changes:

  1. Add a sound stream object and function for the audio input to the testApp class declaration as follows:

    ofSoundStream soundStream;
    
    void audioReceived( float *input, int bufferSize, int nChannels );
  2. At the end of the testApp::setup() function definition, add the following:

    soundStream.setup( this, 0, 1, 44100, 512, 4 );

    Here, this is a pointer to our testApp object which will receive the microphone's sound data by calling our testApp::audioReceived function.

    Subsequently, 0 is the number of output channels (hence, no output), 1 is the number of input channels (hence, mono input), 44100 is a sample rate, that is, the received number of audio samples per second.

    The last two parameters 512 and 4 are the size of the buffer for audio samples and the number of buffers.

  3. Add function definition as follows:

    void testApp::audioReceived(
          ...
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