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path: root/04_playobjects/src/testApp.h
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#ifndef _TEST_APP
#define _TEST_APP

#include "ofxOpenNI.h"
#include "ofMain.h"
#include "ofxXmlSettings.h"

#define MAX_DEVICES 2

struct record{
	vector<string> data;
	string audio;
};

//in order to play different clips it seems necessary to have a player per clip
class syncOniPlayer{
	public:
		~syncOniPlayer(){
			stop();
		}
		void addPlayer(string name){
			//ofxOpenNI *o=new ofxOpenNI;
			//o->setupFromONI(name,true);
        	//o->setPaused(true);
			//players.push_back(o);
			players.push_back(NULL);
			filenames.push_back(name);
			soundplayer.setLoop(false);
			//players[players.size()-1]->setSpeed(0.0f);
			//players[players.size()-1]->setup(true);
        	//players[players.size()-1]->start();
        	//players[players.size()-1]->startPlayer(name);
		}
		void play(){
			for (int i=0;i<players.size();i++) {
				players[i]=new ofxOpenNI();
				//players[i]->setSafeThreading(true);
				players[i]->setupFromONI(filenames[i],true);
				players[i]->setLooped(false);
				players[i]->start();
				//players[players.size()-1]->setSpeed(1.0f);
				if (audio!="") {
					soundplayer.loadSound(audio);
					soundplayer.play();
				}
			}
		}
		void update(){
			for (int i=0;i<players.size();i++) {
				players[i]->update();
			}
		}
		void pause(){
			for (int i=0;i<players.size();i++) {
				//players[players.size()-1]->setSpeed(0.0f);
				players[i]->setPaused(true);
			}
		}
		void draw(){
			for (int i=0;i<players.size();i++) {
				ofTranslate(0, i * 400);
				players[i]->drawDepth(50, 0,520,390);
				players[i]->drawImage(600, 0,520,390);
			}
		}
		void stop(){
			soundplayer.stop();
			for (int i=0;i<players.size();i++) {
				if (players[i]!=NULL) {
					players[i]->stop();
					delete players[i];
					players[i]=NULL;
				}
			}
		}
		string audio;
		
	private:
		vector<ofxOpenNI*> players;
		vector<string> filenames;
		ofSoundPlayer soundplayer;
		
};

//however creating losts of ofxOpenNI doesn't seem viable
//we know we want to play seperate clips
//however we know that when we stop and start a player it comes back single threaded

class testApp : public ofBaseApp{

public:
	void setup();
	void update();
	void draw();
    void exit();
    
	void keyPressed  (int key);
	void keyReleased(int key);
	void mouseMoved(int x, int y );
	void mouseDragged(int x, int y, int button);
	void mousePressed(int x, int y, int button);
	void mouseReleased(int x, int y, int button);
	void windowResized(int w, int h);

	void startPlayers(int which);

    int numDevices;
	ofxOpenNI openNIPlayers[MAX_DEVICES];

	int playing;
    
    ofTrueTypeFont verdana;

    ofxXmlSettings XML;

    vector<syncOniPlayer> players;

    ofSoundPlayer soundplayer;

    int offset;
    
};

#endif