Update im into the code now
Learning how to do sound with Minim Library
import ddf.minim.signals.*;
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
int value = 10;
int love = 150;
int x = 1;
int y = 1;
color white = color (255,255,255);
float z = 0.0;
Minim minim;
AudioOutput out;
MouseSaw msaw;
void setup(){
size(350,350);
background (0);
PFont fontA= loadFont(“Courier.vlw”);
textFont(fontA,12);
minim = new Minim(this);
out = minim.getLineOut(Minim.STEREO, 2048);
msaw = new MouseSaw();
// adds the signal to the output
out.addSignal(msaw);
}
void draw(){
frameRate(30);
texto();
punto();
labour();
expectation();
desire ();
for(int i = 0; i < out.bufferSize()-1; i++)
{
float x1 = map(i, 0, out.bufferSize(), 0, width);
float x2 = map(i+1, 0, out.bufferSize(), 0, width);
}
}
void punto(){
stroke(white);
for (int x = 10; x < 300; x += 10){
point(x, 300);
}
}
void texto(){
fill(255,5);
noStroke();
text(“death”,300,30);
text(“love”,300,148);
text(“money”,300,260);
}
void labour (){
strokeWeight(1);
noFill();
stroke(116,193,206);
beginShape();
vertex (0, love);
vertex (10,160);
vertex (20,180);
vertex (30,185);
vertex (40,182);
vertex (40,192);
vertex (50,200);
vertex (60,205);
vertex (70,193);
vertex (80,193);
vertex (90,193);
vertex (100,193);
vertex (120,220);
vertex (130,225);
vertex (140,235);
vertex (150,250);
vertex (160,250);
vertex (170,180);
vertex (180,180);
vertex (190,180);
vertex (200,180);
vertex (210,178);
vertex (220,180);
vertex (230,180);
vertex (240,180);
endShape();
}
void expectation (){
strokeWeight(1);
noFill();
stroke(246,31,60);
beginShape();
vertex (0, love);
vertex (10,60);
vertex (20,65);
vertex (30,50);
vertex (40,50);
vertex (40,49);
vertex (50,60);
vertex (60,100);
vertex (70,150);
vertex (80,280);
vertex (90,280);
vertex (100,193);
vertex (120,220);
vertex (120,222);
vertex (120,225);
vertex (130,250);
vertex (140,280);
vertex (150,160);
vertex (160,160);
vertex (170,160);
vertex (180,160);
vertex (190,160);
vertex (200,140);
vertex (210,130);
vertex (220,150);
vertex (223,150);
vertex (224,150);
endShape();
}
void desire(){
strokeWeight(1);
noFill();
stroke(242,204,47);
beginShape();
vertex (0, love);
vertex (10,30);
vertex (20,30);
vertex (30,30);
vertex (40,30);
vertex (40,30);
vertex (50,30);
vertex (60,30);
vertex (70,30);
vertex (80,30);
vertex (90,30);
vertex (100,150);
vertex (120,150);
vertex (120,556);
vertex (120,45);
vertex (130,150);
vertex (140,150);
vertex (150,160);
vertex (160,160);
vertex (170,160);
vertex (180,160);
vertex (190,160);
vertex (200,140);
vertex (210,130);
vertex (220,150);
vertex (223,150);
vertex (224,150);
endShape();
}
// this signal uses the love variable to build a signal
class MouseSaw implements AudioSignal
{
void generate(float[] samp)
{
float range = map(love, 0, width, 0, 1);
float peaks = map(love, 0, height, 1, 20);
float inter = float(samp.length) / peaks;
for ( int i = 0; i < samp.length; i += inter )
{
for ( int j = 0; j < inter && (i+j) < samp.length; j++ )
{
samp[i + j] = map(j, 0, inter, -range, range);
}
}
}
// this is a stricly mono signal
void generate(float[] left, float[] right)
{
generate(left);
generate(right);
}
}
void stop()
{
out.close();
minim.stop();
super.stop();
