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I'm building an art installation controlled my processing. In the previous version of it, the sound played was triggered by a mouse press and a key press using MakeyMakey keyboard durning a test run. As my research is done about the reactions of the users to the experience, i'm shifting the code to something different. I'd like to make a final installation be triggered not by a key or mouse press, but by a sound of surrounding environment, so a sound would be played when the noise level captured by a microphone reaches a certain level.
What code could I use for it? Is there any tutorial about the microphone triggers?
Here is my code from the previous run if anyone would be keen to suggest changes.
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
import ddf.minim.signals.*;
import ddf.minim.spi.*;
import ddf.minim.ugens.*;
import processing.sound.*;
import processing.video.*;
Minim minim;
AudioPlayer one; //variable name
AudioPlayer male;
Capture cam;
void setup(){
//println(Capture.list());
//size(640,360);
fullScreen();
cam = new Capture(this,1280,720,30);
cam.start();
minim = new Minim(this);
one =minim.loadFile("german.wav");
male=minim.loadFile("male.wav");
}
void draw(){
//background(0);
if (cam.available()) {
cam.read();
if (mousePressed == true);
saveFrame();
}
image(cam,0,0);
}
void mousePressed(){
//if (mousePressed == true);
one.play();
cam.start();
// saveFrame();
}
void mouseReleased()
{
if (mousePressed || true);
one.close();
one =minim.loadFile("german.wav");
//cam.close()
//cam.stop();
}
void keyPressed()
{
if (key == ' ' );
male.play();
}
void keyReleased(){
male =minim.loadFile("male.wav");
}
Answers
look at lib sound there is amp and stuff