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#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetLogLevel(OF_LOG_WARNING);
ofSetFrameRate(60);
int bufferSize= ofGetWidth(); //should be based on the size of glitch buffer
//soundStream.listDevices();
//nb all you have to do to make audio work is to turn off pulseaudio in configuration
//soundStream.setup(this, 0, 1, 44100, bufferSize, 1);
samples.resize(bufferSize);
glitch.setup(ofGetWidth(),ofGetHeight(),&samples);
//glitch.set_interp(ofRandom(30)+2,ofRandom(22)+2);
frame=0;
}
//--------------------------------------------------------------
void ofApp::update() {
ofSetWindowTitle(ofToString(ofGetFrameRate()));
glitch.update();
}
//--------------------------------------------------------------
void ofApp::draw() {
frame++;
if (frame==1000){
//glitch.set_interp(ofRandom(30)+2,ofRandom(22)+2);
frame=0;
}
glitch.draw(0,0); //eventually textured into a viewport
}
void ofApp::audioIn(float * input, int bufferSize, int nChannels){
for (int i=0;i<bufferSize/nChannels;i+=nChannels){
samples[i]=input[i*nChannels];
}
}
//--------------------------------------------------------------
void ofApp::exit() {
}
//--------------------------------------------------------------
void ofApp::keyPressed (int key) {
switch (key) {
case ' ':
glitch.set_interp(ofRandom(30)+2,ofRandom(22)+2);
break;
case OF_KEY_UP:
break;
case OF_KEY_DOWN:
break;
}
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button)
{}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h)
{}
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