Rollover Buttons + Audio Delay
in
Core Library Questions
•
1 year ago
I'm trying to have sound trigger when i roll over a shape using this code. sound playback is super delayed so i know i am doing something wrong.
any wisdom would be deeply appreciated.
---
import ddf.minim.signals.*;
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
import ddf.minim.ugens.*;
int rectX, rectY; // Position of square button
int circleX, circleY; // Position of circle button
int rectSize = 50; // Diameter of rect
int circleSize = 53; // Diameter of circle
color rectColor, circleColor, baseColor;
color rectHighlight, circleHighlight;
color currentColor;
boolean rectOver = false;
boolean circleOver = false;
void setup()
{
size(200, 200);
smooth();
rectColor = color(0);
rectHighlight = color(51);
circleColor = color(255);
circleHighlight = color(204);
baseColor = color(102);
currentColor = baseColor;
circleX = width/2+circleSize/2+10;
circleY = height/2;
rectX = width/2-rectSize-10;
rectY = height/2-rectSize/2;
ellipseMode(CENTER);
}
void draw()
{
update(mouseX, mouseY);
background(currentColor);
if(rectOver) {
fill(rectHighlight);
Minim minim = new Minim(this);
AudioOutput out = minim.getLineOut ();
out.playNote( 1.0, 2.9, "C3" );
} else {
fill(rectColor);
}
stroke(255);
rect(rectX, rectY, rectSize, rectSize);
if(circleOver) {
fill(circleHighlight);
} else {
fill(circleColor);
}
stroke(0);
ellipse(circleX, circleY, circleSize, circleSize);
}
void update(int x, int y)
{
if( overCircle(circleX, circleY, circleSize) ) {
circleOver = true;
rectOver = false;
} else if ( overRect(rectX, rectY, rectSize, rectSize) ) {
rectOver = true;
circleOver = false;
} else {
circleOver = rectOver = false;
}
}
void mousePressed()
{
if(circleOver) {
currentColor = circleColor;
}
if(rectOver) {
currentColor = rectColor;
}
}
boolean overRect(int x, int y, int width, int height)
{
if (mouseX >= x && mouseX <= x+width &&
mouseY >= y && mouseY <= y+height) {
return true;
} else {
return false;
}
}
boolean overCircle(int x, int y, int diameter)
{
float disX = x - mouseX;
float disY = y - mouseY;
if(sqrt(sq(disX) + sq(disY)) < diameter/2 ) {
return true;
} else {
return false;
}
}
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