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Music is analyzed and quantified. This is reflected in the amount of change in the arguments of the noise method.
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofSoundPlayer sound; vector<float> fft_value; vector<float> fft_smoothed; int n_bands_to_get; ofEasyCam cam; ofIcoSpherePrimitive ico_sphere; ofMesh mesh, frame; vector<float> noise_seed_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->sound.load("sound/This_is_Not_Jazz.mp3"); // From https://www.youtube.com/audiolibrary/ this->sound.play(); this->n_bands_to_get = 128; for (int j = 0; j < this->n_bands_to_get; j++) { this->fft_value.push_back(0.f); this->fft_smoothed.push_back(0.f); } this->ico_sphere = ofIcoSpherePrimitive(65, 2); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int i = 0; i < 9; i++) { this->noise_seed_list.push_back(ofRandom(1000)); } } //-------------------------------------------------------------- void ofApp::update() { ofSoundUpdate(); float* val = ofSoundGetSpectrum(this->n_bands_to_get); for (int i = 0; i < this->n_bands_to_get; i++) { this->fft_value[i] = val[i]; this->fft_smoothed[i] *= 0.98f; if (this->fft_smoothed[i] < val[i]) { this->fft_smoothed[i] = val[i]; } } this->mesh.clear(); this->frame.clear(); auto triangle_list = this->ico_sphere.getMesh().getUniqueFaces(); auto index = 0; for (int x = -200; x <= 200; x += 200) { for (int y = -200; y <= 200; y += 200) { glm::vec3 location = glm::vec3(x, y, 0); for (auto& triangle : triangle_list) { auto mesh_index = this->mesh.getNumVertices(); auto frame_index = this->frame.getNumVertices(); glm::vec3 avg = location + (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto noise_value = ofNoise(glm::vec4(avg * 0.015, this->noise_seed_list[index])); auto noise_radius = 0; if (noise_value < 0.75) { noise_radius = 65; } else { noise_radius = ofMap(noise_value, 0.75, 1.0, 65, 120); } this->mesh.addVertex(location + glm::normalize(triangle.getVertex(0)) * noise_radius); this->mesh.addVertex(location + glm::normalize(triangle.getVertex(1)) * noise_radius); this->mesh.addVertex(location + glm::normalize(triangle.getVertex(2)) * noise_radius); this->mesh.addIndex(mesh_index + 0); this->mesh.addIndex(mesh_index + 1); this->mesh.addIndex(mesh_index + 2); avg = (this->mesh.getVertex(mesh_index + 0) + this->mesh.getVertex(mesh_index + 1) + this->mesh.getVertex(mesh_index + 2)) / 3; this->frame.addVertex(avg); this->frame.addVertex(location); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 1); } this->noise_seed_list[index] += ofMap(this->fft_value[index], 0, 1, 0, 0.25); index++; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->mesh.draw(); ofSetColor(39); this->mesh.drawWireframe(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |