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import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
import ddf.minim.signals.*;
import ddf.minim.spi.*;
import ddf.minim.ugens.*;
Ball[] balls = {
new Ball(100, 400, 20),
new Ball(700, 400, 80)
};
Minim minim;
Sampler b;
AudioOutput out;
Sampler d;
void setup() {
size(640, 360);
minim = new Minim(this);
b = new Sampler("Bell.mp3", 100, minim);
out = minim.getLineOut();
d = new Sampler("Door.mp3", 3, minim);
}
void draw() {
background(51);
for (Ball b : balls) {
b.update();
b.display();
b.checkBoundaryCollision();
}
balls[0].checkCollision(balls[1]);
}
void mouseMoved () {
b.trigger();
d.trigger();
}
class Ball {
PVector position;
PVector velocity;
float radius, m;
Sampler sampler;
Ball(float x, float y, float r_, Sampler a) {
Sampler = a;
position = new PVector(x, y);
velocity = PVector.random2D();
velocity.mult(3);
radius = r_;
m = radius*.1;
}
void update() {
position.add(velocity);
}
void checkBoundaryCollision() {
if (position.x > width-radius) {
position.x = width-radius;
velocity.x *= -1;
triggerSample();
} else if (position.x < radius) {
position.x = radius;
velocity.x *= -1;
} else if (position.y > height-radius) {
position.y = height-radius;
velocity.y *= -1;
} else if (position.y < radius) {
position.y = radius;
velocity.y *= -1;
}
}
void checkCollision(Ball other) {
PVector distanceVect = PVector.sub(other.position, position);
float distanceVectMag = distanceVect.mag();
float minDistance = radius + other.radius;
if (distanceVectMag < minDistance) {
float distanceCorrection = (minDistance-distanceVectMag)/2.0;
PVector d = distanceVect.copy();
PVector correctionVector = d.normalize().mult(distanceCorrection);
other.position.add(correctionVector);
position.sub(correctionVector);
float theta = distanceVect.heading();
float sine = sin(theta);
float cosine = cos(theta);
PVector[] bTemp = {
new PVector(), new PVector()
};
bTemp[1].x = cosine * distanceVect.x + sine * distanceVect.y;
bTemp[1].y = cosine * distanceVect.y - sine * distanceVect.x;
PVector[] vTemp = {
new PVector(), new PVector()
};
vTemp[0].x = cosine * velocity.x + sine * velocity.y;
vTemp[0].y = cosine * velocity.y - sine * velocity.x;
vTemp[1].x = cosine * other.velocity.x + sine * other.velocity.y;
vTemp[1].y = cosine * other.velocity.y - sine * other.velocity.x;
PVector[] vFinal = {
new PVector(), new PVector()
};
vFinal[0].x = ((m - other.m) * vTemp[0].x + 2 * other.m * vTemp[1].x) / (m + other.m);
vFinal[0].y = vTemp[0].y;
vFinal[1].x = ((other.m - m) * vTemp[1].x + 2 * m * vTemp[0].x) / (m + other.m);
vFinal[1].y = vTemp[1].y;
bTemp[0].x += vFinal[0].x;
bTemp[1].x += vFinal[1].x;
PVector[] bFinal = {
new PVector(), new PVector()
};
bFinal[0].x = cosine * bTemp[0].x - sine * bTemp[0].y;
bFinal[0].y = cosine * bTemp[0].y + sine * bTemp[0].x;
bFinal[1].x = cosine * bTemp[1].x - sine * bTemp[1].y;
bFinal[1].y = cosine * bTemp[1].y + sine * bTemp[1].x;
other.position.x = position.x + bFinal[1].x;
other.position.y = position.y + bFinal[1].y;
position.add(bFinal[0]);
velocity.x = cosine * vFinal[0].x - sine * vFinal[0].y;
velocity.y = cosine * vFinal[0].y + sine * vFinal[0].x;
other.velocity.x = cosine * vFinal[1].x - sine * vFinal[1].y;
other.velocity.y = cosine * vFinal[1].y + sine * vFinal[1].x;
}
}
void display() {
noStroke();
fill(204);
ellipse(position.x, position.y, radius*2, radius*2);
}
void triggerSample(){
sampler.rate.setLastValue(10 / radius);
sampler.trigger();
}
}
}
Answers
Question =?
Relevant line numbers?
@framos --
Here is a simple walkthrough of how to combine collision detection with sound playing:
Add an output and a sample to your sketch header:
Load the sample and patch it to your output in
setup()
:Trigger the sample in the
collision()
method, inside theif
statement that fires when a collision happens:That's it! Now you have 12 voices worth of "boing" sounds when balls collide. For more, read the minim documentation on Sampler: http://code.compartmental.net/minim/sampler_class_sampler.html