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astral-visuals

Just some Processing sketches. Source code for visuals we use at Soul Ex Machina.

The project is divided into multiple modules.

The :core module contains the core stuff like audio processing, tools, remote control handlers, extensions, etc.

The :playground module serves as, well... playground. Used to quickly create a new sketch and play around. I'm using the Koin DI framework, so you can inject here whatever is defined in the CoreModule. Have a look around.

The :visuals module is meant to be used in live environment at the parties. There is an abstraction layer in form of Mixer and Layers, which allows me to blend multiple scenes together. Also, have a look around, proceed at your own risk, ignore legacy package 😅 (I like to change things, API is generally unstable).

The :raspberrypi module contains standalone RPi application that can be distributed using the Application Gradle plugin.

How to build

This project depends on local Processing 4 installation, so go ahead and install it if you haven't already. Then create a local.properties file in project's root directory and configure the core library and contributed libraries' paths:

processing.core.jars=/path/to/core/processing/libraries
processing.core.natives=/path/to/core/processing/libraries/<os-architecture>
processing.core.natives.rpi=/path/to/core/processing/libraries/<os-architecture>
processing.libs.jars=/path/to/core/processing/libraries

On macOS it might look like this:

processing.core.jars=/Applications/Processing.app/Contents/Java/core/library
processing.core.natives=/Applications/Processing.app/Contents/Java/core/library/macos-x86_64
processing.core.natives.rpi=/Applications/Processing.app/Contents/Java/core/library/linux-aarch64
processing.libs.jars=/Users/matsem/Documents/Processing/libraries

Note the difference between processing.core.natives and processing.core.natives.rpi. The Raspberry Pi libs have to be configured if you wish to use the :raspberrypi module.

The Gradle buildscript will look for Processing dependencies at these two paths. Dependencies are defined in CommonDependencies gradle plugin. Open it up, and you can notice that this project depends on some 3rd party libraries, which need to be installed at processing.libs.jars path. Open your Processing library manager (Sketch > Import Library > Add library) and install whatever libraries are specified in the build.gradle file.

Current list of library dependencies is

val processingLibs = listOf(
    "minim", // audio input everything (input source, fft analysis, etc.)
    "themidibus", // MIDI control protocol implementation
    "VideoExport", // I use this to export video teasers synced with external audio file 
    "box2d_processing", // for physics (look for Gravity sketch in playground module)
    "video", // video playback
    "extruder", // 2d shape -> 3d shape extrusion
    "geomerative", // text -> shape, svg -> shape conversion
    "peasycam", // adds camera handling to the sketches, nice to have when prototyping
    "PostFX", // can apply post-processing shaders to video output
    "oscP5", // OSC control protocol implementation
    "blobDetection" // library to find "blobs" on image
)

:raspberrypi module

The Raspberry Pi app can be installed using ./gradlew raspberrypi:installDist task and zipped using ./gradlew raspberrypi:distZip task. See the Application Plugin docs for more info.

JDK

Project must be built using JDK 17. You can use SDKMAN! with provided .sdkmanrc file to use correct JDK version.

How to run

You can run the project with Gradle run task. Be sure to include the --sketch-path argument so sketches can properly resolve the data folder containing resources needed by some Sketches.

./gradlew playground:run --args='--sketch-path=/path/to/project/'
./gradlew visuals:run --args='--sketch-path=/path/to/project/'

There are also IntelliJ Run configurations in .run folder which you can use to run the app from IDE. Just be sure to edit their configuration to match your setup.

Remote control

Currently, the project supports 3 remote control options:

  • If you own Traktor Kontrol F1, the KontrolF1 class is for you - I use it for quick prototyping. It handles most of KontrolF1's hardware features, like pad buttons (with colors feature), encoder, knobs and faders.
  • If you'd like to try the :visuals module, go ahead and get yourself the TouchOSC app and load it with Astral.touchosc layout that can be found in the touchosc folder. This layout uses MIDI and OSC protocol and there is a Galaxy class that handles most of TouchOSC MIDI controls. For future, I plan on to get rid of Galaxy and migrate everyhing to OSC protocol, which leads us to the last option
  • OSC - The most convenient way, though, is to use the OSC (Open Sound Control) with Delegated Properties

Osc Delegated Properties

First, make your sketch/class implement the OscHandler interface, which makes you provide the OscManager class.

class OscHandlerExample : PApplet(), OscHandler {

    override val oscManager: OscManager by lazy {
        OscManager(
            sketch = this,
            inputPort = 7001, // Port that this computer is listening on
            outputIp = "192.168.1.11", // IP of phone running TouchOSC
            outputPort = 7001 // Port, the TouchOSC app is listening on
        )
    }
}

Then, you can create all sorts of properties tied to various OSC controls, like buttons, faders, labels, LED indicators, etc. Check out the dev.matsem.astral.core.tools.osc.delegates package for full list. Example:

private var fader1: Float by oscFaderDelegate("/1/fader1", defaultValue = 0.5f)

Most of the delegated properties support value assign, so, if for example you create the fader variable and at some point in time you assign the value into it, the corresponding control in TouchOSC app will reflect that change.

Troubleshooting

App crashes on sketches which are using movie library

Movie library stopped working after migration to Processing 4. Related issue: #56

App crashes with Instance creation error : could not create instance for [Single:'dev.matsem.astral.core.tools.audio.AudioProcessor']

It's probably one of these things:

  • Your system has no audio input devices. Make sure to have at least one audio input device, as it's required by audio processing toolchain.
  • Your system has no audio input devices compatible with minim library. (Might happen on newer macOS versions). Happens on my M2 Pro Mac. You can use a virtual audio input device to mitigate this.
  • If you're on macOS, make sure to grant microphone permissions for your Processing installation. The simplest way to do this is to run some Processing sample from sound library. The system will ask you to grant microphone permission.