Hi This is code that I got from the internet and I modified it a bit.
The original code was using mp3 files to draw.
However I want to get the sound and fft from Audio Input.
I'm trying to get the sound from audio but I think the original code using minim library so I can't get the sound right.
How can I get the sound from mic like I get the sound from mp3?
import ddf.minim.*;
import ddf.minim.analysis.*;
import processing.sound.*;
FFT fft;
AudioIn song;
// Variables that define the "zones" of the spectrum
// For example, for bass, we take only the first 4% of the total spectrum
float specLow = 0.03; // 3%
float specMid = 0.125; // 12.5%
float specHi = 0.20; // 20%
// This leaves 64% of the possible spectrum that will not be used.
// These values are usually too high for the human ear anyway.
// Scoring values for each zone
float scoreLow = 0;
float scoreMid = 0;
float scoreHi = 0;
// Previous value, to soften the reduction
float oldScoreLow = scoreLow;
float oldScoreMid = scoreMid;
float oldScoreHi = scoreHi;
// Softening value
float scoreDecreaseRate = 25;
// Cubes appearing in space
int nbCubes;
Cube[] cubes;
//Lines that appear on the sides
int nbWalls = 500;
Wall[] murs;
void setup()
{
//Display in 3D on the entire screen
fullScreen(P3D);
//Create the FFT object to analyze the song
//fft = new FFT(song.bufferSize(), song.sampleRate());
fft = new FFT(this, song.sampleRate());
//Get Audio In
song = new AudioIn(this, 0);
song.start();
fft.input(song);
//One cube per frequency bandOne cube per frequency band
nbCubes = (int)(fft.specSize()*specHi);
cubes = new Cube[nbCubes];
//As many walls as we want
walls = new Wall[nbWalls];
//Create all objects
//Create cubic objects
for (int i = 0; i < nbCubes; i++) {
cubes[i] = new Cube();
}
//Create wall objects
//walls LEFT
for (int i = 0; i < nbWalls; i+=4) {
walls[i] = new Wall(0, height/2, 10, height);
}
//walls RIGHT
for (int i = 1; i < nbWalls; i+=4) {
walls[i] = new Wall(width, height/2, 10, height);
}
//walls DOWN
for (int i = 2; i < nbWalls; i+=4) {
walls[i] = new Wall(width/2, height, width, 10);
}
//walls UP
for (int i = 3; i < nbWalls; i+=4) {
walls[i] = new Wall(width/2, 0, width, 10);
}
//Black background
background(0);
//Start the song
song.play(0);
}
void draw()
{
//Forward the song. One draw () for each "frame" of the song ...
fft.forward(song.mix);
//Calculation of "scores" (power) for three categories of sound
//First, save old values
oldScoreLow = scoreLow;
oldScoreMid = scoreMid;
oldScoreHi = scoreHi;
//Reset values
scoreLow = 0;
scoreMid = 0;
scoreHi = 0;
//Calculate the new "scores"
for(int i = 0; i < fft.specSize()*specLow; i++)
{
scoreLow += fft.getBand(i);
}
for(int i = (int)(fft.specSize()*specLow); i < fft.specSize()*specMid; i++)
{
scoreMid += fft.getBand(i);
}
for(int i = (int)(fft.specSize()*specMid); i < fft.specSize()*specHi; i++)
{
scoreHi += fft.getBand(i);
}
//To slow down the descent.
if (oldScoreLow > scoreLow) {
scoreLow = oldScoreLow - scoreDecreaseRate;
}
if (oldScoreMid > scoreMid) {
scoreMid = oldScoreMid - scoreDecreaseRate;
}
if (oldScoreHi > scoreHi) {
scoreHi = oldScoreHi - scoreDecreaseRate;
}
//Volume for all frequencies at this time, with the highest sounds higher.
//This allows the animation to go faster for the higher pitched sounds, which is more noticeable
float scoreGlobal = 0.66*scoreLow + 0.8*scoreMid + 1*scoreHi;
//Subtle color of background
background(scoreLow/100, scoreMid/100, scoreHi/100);
//Cube for each frequency band
for(int i = 0; i < nbCubes; i++)
{
//Value of the frequency band
float bandValue = fft.getBand(i);
//The color is represented as: red for bass, green for medium sounds and blue for high.
//The opacity is determined by the volume of the tape and the overall volume.
cubes[i].display(scoreLow, scoreMid, scoreHi, bandValue, scoreGlobal);
}
//Walls lines, here we must keep the value of the previous tape and the next to connect them together
float previousBandValue = fft.getBand(0);
//Distance between each line point, negative because on the z dimension
float dist = -25;
//Multiply the height by this constant
float heightMult = 2;
//For each band
for(int i = 1; i < fft.specSize(); i++)
{
//Value of the frequency band, we multiply the bands farther to make them more visible.
float bandValue = fft.getBand(i)*(1 + (i/50));
//Selection of the color according to the forces of the different types of sounds
stroke(100+scoreLow, 100+scoreMid, 100+scoreHi, 255-i);
strokeWeight(1 + (scoreGlobal/100));
//lower left line
line(0, height-(previousBandValue*heightMult), dist*(i-1), 0, height-(bandValue*heightMult), dist*i);
line((previousBandValue*heightMult), height, dist*(i-1), (bandValue*heightMult), height, dist*i);
line(0, height-(previousBandValue*heightMult), dist*(i-1), (bandValue*heightMult), height, dist*i);
//upper left line
line(0, (previousBandValue*heightMult), dist*(i-1), 0, (bandValue*heightMult), dist*i);
line((previousBandValue*heightMult), 0, dist*(i-1), (bandValue*heightMult), 0, dist*i);
line(0, (previousBandValue*heightMult), dist*(i-1), (bandValue*heightMult), 0, dist*i);
//ligne inferieure droite
line(width, height-(previousBandValue*heightMult), dist*(i-1), width, height-(bandValue*heightMult), dist*i);
line(width-(previousBandValue*heightMult), height, dist*(i-1), width-(bandValue*heightMult), height, dist*i);
line(width, height-(previousBandValue*heightMult), dist*(i-1), width-(bandValue*heightMult), height, dist*i);
//lower right line
line(width, (previousBandValue*heightMult), dist*(i-1), width, (bandValue*heightMult), dist*i);
line(width-(previousBandValue*heightMult), 0, dist*(i-1), width-(bandValue*heightMult), 0, dist*i);
line(width, (previousBandValue*heightMult), dist*(i-1), width-(bandValue*heightMult), 0, dist*i);
//Save the value for the next loop round
previousBandValue = bandValue;
}
//Rectangular walls
for(int i = 0; i < nbWalls; i++)
{
//Each wall is assigned a band, and its strength is sent to it.
float intensity = fft.getBand(i%((int)(fft.specSize()*specHi)));
walls[i].display(scoreLow, scoreMid, scoreHi, intensity, scoreGlobal);
}
}
//Class for cubes floating in space
class Cube {
//Z position of spawn and maximum Z position
float startingZ = -10000;
float maxZ = 1000;
//Position values
float x, y, z;
float rotX, rotY, rotZ;
float sumRotX, sumRotY, sumRotZ;
//--------------------------builder--------------------------
//--------------------------builder--------------------------
//--------------------------builder--------------------------
Cube() {
//Make the cube appear in a random place
x = random(0, width);
y = random(0, height);
z = random(startingZ, maxZ);
//Give the cube a random rotation
rotX = random(0, 1);
rotY = random(0, 1);
rotZ = random(0, 1);
}
void display(float scoreLow, float scoreMid, float scoreHi, float intensity, float scoreGlobal) {
//Selection of the color, opacity determined by the intensity (volume of the band)
color displayColor = color(scoreLow*0.67, scoreMid*0.67, scoreHi*0.67, intensity*5);
fill(displayColor, 255);
//Color lines, they disappear with the individual intensity of the cube
color strokeColor = color(255, 150-(20*intensity));
stroke(strokeColor);
strokeWeight(1 + (scoreGlobal/300));
//Creating a transformation matrix to perform rotations, enlargements
pushMatrix();
//Shifting
translate(x, y, z);
//Calculation of the rotation according to the intensity for the cube
sumRotX += intensity*(rotX/1000);
sumRotY += intensity*(rotY/1000);
sumRotZ += intensity*(rotZ/1000);
//Application of the rotation
rotateX(sumRotX);
rotateY(sumRotY);
rotateZ(sumRotZ);
//Creation of the box, variable size according to the intensity for the cube
box(100+(intensity/2));
//Application of the matrix
popMatrix();
//Z displacement
z+= (1+(intensity/5)+(pow((scoreGlobal/150), 2)));
//Replace the box at the back when it is no longer visible
if (z >= maxZ) {
x = random(0, width);
y = random(0, height);
z = startingZ;
}
}
}
//Class to display the lines on the sides
class Wall {
//Minimum and maximum position Z
float startingZ = -10000;
float maxZ = 50;
//Position values
float x, y, z;
float sizeX, sizeY;
//--------------------------builder--------------------------
//--------------------------builder--------------------------
//--------------------------builder--------------------------
Wall(float x, float y, float sizeX, float sizeY) {
//Make the line appear at the specified place
this.x = x;
this.y = y;
//Random depth
this.z = random(startingZ, maxZ);
//We determine the size because the walls on the floors have a different size than those on the sides
this.sizeX = sizeX;
this.sizeY = sizeY;
}
//Display function
void display(float scoreLow, float scoreMid, float scoreHi, float intensity, float scoreGlobal) {
//Color determined by low, medium and high sounds
//Opacity determined by the overall volume
color displayColor = color(scoreLow*0.67, scoreMid*0.67, scoreHi*0.67, scoreGlobal);
//Make lines disappear in the distance to give an illusion of fog
fill(displayColor, ((scoreGlobal-5)/1000)*(255+(z/25)));
noStroke();
//First band, the one that moves according to the force
//Transformation Matrix
pushMatrix();
//Shifting
translate(x, y, z);
//extension
if (intensity > 100) intensity = 100;
scale(sizeX*(intensity/100), sizeY*(intensity/100), 20);
//Creation of the "box"
box(1);
popMatrix();
//Second band, the one that is still the same size
displayColor = color(scoreLow*0.5, scoreMid*0.5, scoreHi*0.5, scoreGlobal);
fill(displayColor, (scoreGlobal/5000)*(255+(z/25)));
//Transformation Matrix
pushMatrix();
//Shifting
translate(x, y, z);
//extension
scale(sizeX, sizeY, 10);
//Creation of the "box"
box(1);
popMatrix();
//Z displacement
z+= (pow((scoreGlobal/150), 2));
if (z >= maxZ) {
z = startingZ;
}
}
}