/** * A drum pattern generator that creates a 4 beat pattern, * playtes it then generates another 4 beat pattern, and so on. * SoundCipher's callback facility is used to provide the loop * regeneration notification at the end of the pattern. * Simple drawing in time with the music is triggered by callbacks also. * * A SoundCipher example by Andrew R. Brown */ import arb.soundcipher.*; SCScore score = new SCScore(); float[] r = new float[4]; void setup() { noLoop(); score.tempo(112); score.addCallbackListener(this); makeMusic(); } void makeMusic() { score.empty(); for (float i=0; i<16; i++) { if (i%8 == 0 || i%16 == 14) { score.addNote(i/4, 9, 0, 36, 100, 0.25, 0.8, 64); score.addCallback(i/4, 1); } else if (random(10) < 1) score.addNote(i/4, 9, 0, 36, 70, 0.25, 0.8, 64); if (i%8 == 4) { score.addNote(i/4, 9, 0, 38, 100, 0.25, 0.8, 64); score.addCallback(i/4, 2); } else if (random(10) < 2) score.addNote(i/4, 9, 0, 38, 60, 0.25, 0.8, 64); if(random(10) < 8) { score.addNote(i/4, 9, 0, 42, random(40) + 70, 0.25, 0.8, 64); } else score.addNote(i/4, 9, 0, 46, 80, 0.25, 0.8, 64); } score.addCallback(4, 0); score.play(); } void handleCallbacks(int callbackID) { switch (callbackID) { case 0: score.stop(); makeMusic(); break; case 1: float w = random(20); r = new float[] {50-w, 50-w, w*2, w*2}; redraw(); break; case 2: r = new float[] {20, 20, 60, 60}; redraw(); break; } } void draw() { background(120); rect(r[0], r[1], r[2], r[3]); } void stop() { score.stop(); }