void Sampler::playSound(float volume, float pitch) {
    
	volume = volume * volume;
	int note = valueToNote(pitch);
	if(vision.levels.size()>5) {
		note += noteOffset;
	}
	playbackSpeed = noteToSpeed(note);
	sample.trigger(volume);
	noteLastTime = ofGetElapsedTimef();
	lastNote = pitch*vision.levels.size();
    
    
}
Beispiel #2
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void Sampler::playSound(float volume, float pitch) {

	int note = valueToNote(pitch);
	playbackSpeed = noteToSpeed(note);
	sample.trigger(volume);
	noteLastTime = ofGetElapsedTimef();
	lastNote = vision.levels.size() - pitch*vision.levels.size();

	// do some stuff here
	ofPoint pos, force;
	if(vision.getBiggestFlowPoint(&pos, &force)) {
		// correct the y pos
		float y = (float)((float)lastMaxLevel+0.5)/vision.levels.size();
		pos.y = y;
		spawnParticle(pos, volume);
	}
}