Hi everyone.
I'm currently working on a project that needs some sound, and minim sounded like the best choice at hand.
I have good number of samples i want loaded into the memory and available to use at any momment.
However when i load more than 31 Minim's AudioPlayer objects, the 32nd gives me an "AssertionError" mesage, with this console print:
processing.app.debug.RunnerException: AssertionError at processing.app.Sketch.placeException(Sketch.java:1543) at processing.app.debug.Runner.findException(Runner.java:582) at processing.app.debug.Runner.reportException(Runner.java:558) at processing.app.debug.Runner.exception(Runner.java:498) at processing.app.debug.EventThread.exceptionEvent(EventThread.java:367) at processing.app.debug.EventThread.handleEvent(EventThread.java:255) at processing.app.debug.EventThread.run(EventThread.java:89) Exception in thread "Animation Thread" java.lang.AssertionError at org.classpath.icedtea.pulseaudio.Stream.disconnect(Stream.java:491) at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.connect(PulseAudioDataLine.java:277) at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:102) at org.classpath.icedtea.pulseaudio.PulseAudioSourceDataLine.open(PulseAudioSourceDataLine.java:75) at ddf.minim.javasound.JSMinim.getSourceDataLine(JSMinim.java:730) at ddf.minim.javasound.JSMinim.getAudioRecordingStream(JSMinim.java:241) at ddf.minim.Minim.loadFile(Minim.java:357) at ddf.minim.Minim.loadFile(Minim.java:341) at LoliHome01$Audio.soundArray(LoliHome01.java:969) at LoliHome01$Audio.<init>(LoliHome01.java:925) at LoliHome01.setup(LoliHome01.java:136) at processing.core.PApplet.handleDraw(Unknown Source) at processing.core.PApplet.run(Unknown Source) at java.lang.Thread.run(Thread.java:636)
I have no idea what this error could be.
Anyone around with more experience with library, that know's why am i unable to compile my program after the 31st AudioPlayer?
Hi everyone, i'm decinoge. I'm using processing over 3 years and i was around the old forums.
First timer here.
Recently i've picked up my first big processing project, and decided to do a home edition of it.
However, to attain the desired effect i need a stretched window.
The original program had the 256x240 window resolution, but for a person to see at home, that is very unconfortable.
Since the project itself is a video game (vertical shoot'em up), that window would also be unplayable.
What i am looking to attain is a 768x720 window (or 512x480).
For the time come i can achieve it using this code:
However this code holds two problems:
First and most unimportant is the speed problem, this aint exactly a fast method on _my_ pc, and i get a bit of showdown from 60fps, but i have a generic graphic card.
Another is the linear filter applied to the render texture when resized. I wish to take those off, but neither noSmooth() nor hint(DISABLE_OPENGL_2X_SMOOTH) are able to get it to make a nearest neighbour resize filter.
So the objective is having all the game engine run on a small 256x240 space, "pick up" those pixels, and resize them bigger into... whatever window size i may want.
Having that i could also have big chunky pixels, and that would be very much the objective of the entire aesthetic.
I've recently used the openframeworks, and that had to be done with a small hack to the source code. is that necessary as well under processing?
I also have some modest experience under opengl, and the fact is that this project is running OPENGL environment. I knew from some tutorials that textures could simply be resized using nearest neighbour.
Will the nearest neighbour resize increase the render velocity?
Is there any "opengl way" to get this entire process to go faster?