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path: root/glitcher/src/ofApp.cpp
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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)
{}