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Test play sequence

develop
Carmine De Rosa 5 years ago
parent
commit
42025a8260
  1. 60
      Processing/TESTS/Sampler/Sampler.pde
  2. BIN
      Processing/TESTS/Sampler/data/1.aif
  3. BIN
      Processing/TESTS/Sampler/data/2.aif
  4. BIN
      Processing/TESTS/Sampler/data/3.aif
  5. BIN
      Processing/TESTS/Sampler/data/4.aif
  6. BIN
      Processing/TESTS/Sampler/data/5.aif
  7. BIN
      Processing/TESTS/Sampler/data/bank1/1.wav
  8. BIN
      Processing/TESTS/Sampler/data/bank1/10.wav
  9. BIN
      Processing/TESTS/Sampler/data/bank1/11.wav
  10. BIN
      Processing/TESTS/Sampler/data/bank1/12.wav
  11. BIN
      Processing/TESTS/Sampler/data/bank1/2.aiff
  12. BIN
      Processing/TESTS/Sampler/data/bank1/3.wav
  13. BIN
      Processing/TESTS/Sampler/data/bank1/4.wav
  14. BIN
      Processing/TESTS/Sampler/data/bank1/5.wav
  15. BIN
      Processing/TESTS/Sampler/data/bank1/6.wav
  16. BIN
      Processing/TESTS/Sampler/data/bank1/7.wav
  17. BIN
      Processing/TESTS/Sampler/data/bank1/8.wav
  18. BIN
      Processing/TESTS/Sampler/data/bank1/9.wav

60
Processing/TESTS/Sampler/Sampler.pde

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import processing.sound.*;
SoundFile[] file;
// Define the number of samples
int numsounds = 5;
int bpm = 280;
int divider = 16;
int duration = int((60/float(bpm))*1000);
int beat = 0;
int[][] samples = {
{0, 0, 0, 3, 0, 0, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
void setup() {
size(640, 360);
background(255);
// Load sound files
file = new SoundFile[numsounds];
for (int i = 0; i < numsounds; i++) {
file[i] = new SoundFile(this, "bank1/" + (i+3) + ".wav");
}
}
void draw() {
background(255);
stroke(255);
for(int i=0; i<4; i++) {
fill(90);
for(int y=0; y<divider; y++) {
rect((width/divider)*y,(height/4)*i, width/divider, height/4);
}
}
for(int i=0; i<4; i++) {
fill(150);
if(samples[i][beat] != 0) {
fill(0, 200, 0);
file[samples[i][beat]+1].play();
}
rect((width/divider)*beat,(height/4)*i, width/divider, height/4);
}
beat++;
if(beat>=divider){beat=0;}
delay(duration);
}

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