//--------------------------------------------------------------
ofxGranularSynth::ofxGranularSynth(string path){
    mDuration = 3000;
    mBlank    = 200;
    mPosition = 0;
    mOverlap  = 50;
    mVolume   = 0.9f;
    loadWave(path);
}
Example #2
0
RenderController::RenderController(MainWindow *mainWindow,
                                   QObject *parent):
    QObject(parent)
{
    this->mainWindow = mainWindow;

    light = new DirectionalLight;
    arcBall = new ArcBall(500);
    wireframe = false;
    lightRotation = false;

    this->display = new GLDisplay();
    mainWindow->setGLDisplay(display);
    {  // esta ordem deve ser mantida
        display->updateGL();

        scene = new Scene3D(mainWindow);

        connect(display, SIGNAL(drawModel()), this, SLOT(drawModel()));
        connect(display, SIGNAL(lightSetup()), this, SLOT(lightSetup()));
    }

    connect(display, SIGNAL(mouseLefthFinish(QPoint,QPoint)), this, SLOT(mouseLefthFinish(QPoint,QPoint)));
    connect(display, SIGNAL(mouseLeftMove(QPoint,QPoint)), this, SLOT(mouseLeftMove(QPoint,QPoint)));
    connect(display, SIGNAL(mouseCancel()),
            this, SLOT(mouseCancel()));

    connect(mainWindow, SIGNAL(loadWave(QString)), this, SLOT(loadWave(QString)));
    connect(mainWindow, SIGNAL(saveWave(QString)), this, SLOT(saveWave(QString)));
    connect(mainWindow->actionClose, SIGNAL(triggered()), this, SLOT(closeScene()));
    connect(mainWindow->actionWireFrame, SIGNAL(triggered()), this, SLOT(wireFrameToggle()));

    connect(&timer, SIGNAL(timeout()), this, SLOT(timeOut()));
    timer.start(30);

    mainWindow->showMaximized();
}
Example #3
0
bool GameWorldScene::init(){
    if ( !CCLayer::init()) {
        return false;
    }
    
    wave = 0;
    
    loadGameWorld();
    
    loadTowerPosition();
    
    loadWayPoinst();
    
    loadWave();

    setTouchEnabled( true );
    
    return true;
}
Example #4
0
WaveSystem::WaveSystem(entityx::EventManager &events) :
		events_(events),
		waves_(loadWave("resource/waves.json")),
		timer_(waves_[0][0].getDelay()),
		startNextWave_(true),
		signalBegin_(true),
		destroyedCreepsAmount_(0),
		currentWave_(0),
		wavesCreepsAmount_(),
		totalWaves_(waves_.size())
{

	for(auto& wave : waves_)
	{
		int spawnedCreepsAmount = 0;
		for(auto& spawn : wave)
			spawnedCreepsAmount += spawn.getQuantity();

		wavesCreepsAmount_.push_back(spawnedCreepsAmount);
	}

}
Example #5
0
AudioPlayer::AudioPlayer(const char *_waveFile, const int FFTwindowSize)
{
    waveFile = _waveFile;
    // Create a audio context
    device = alcOpenDevice(NULL);
    context = alcCreateContext(device, NULL);
    alcMakeContextCurrent(context);

    // Create a audio listener
    alListener3f(AL_POSITION, 0, 0, 0);
    alListener3f(AL_VELOCITY, 0, 0, 0);
    alListener3f(AL_ORIENTATION, 0, 0, -1);

    // Create a audio source
    alGenSources(1, &source);

    // Setup properties of audio source
    alSourcef(source, AL_PITCH, 1);
    alSourcef(source, AL_GAIN, 1);
    alSource3f(source, AL_POSITION, 0, 0, 0);
    alSource3f(source, AL_VELOCITY, 0, 0, 0);
    alSourcei(source, AL_LOOPING, AL_FALSE);

    // Create a audio buffer
    alGenBuffers(1, &buffer);

    // No WAVE file is loaded
    isLoaded = false;

    // Setup FFTW
    N = FFTwindowSize;
    fftIn = new double[N];
    fftOut = new fftw_complex[ getNumberFrequencies() ];
    fftPlan = fftw_plan_dft_r2c_1d(N, fftIn, fftOut, FFTW_ESTIMATE);
    loadWave();
}