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PixelDriver

The Pixel Heart Driver

Getting Started

You'll need Xcode to build and run the Pixel Driver.

https://itunes.apple.com/us/app/xcode/id497799835?mt=12

1. Check out the code and submodules by running the following:

git clone git://github.com/ThePixelHeart/PixelDriver.git
cd PixelDriver
git submodule init
git submodule update

2. Install the D2XX libraries by running the following:

cd D2XX
sudo bash install.sh

D2XX is a library we use to interface with the PixelHeart. You'll need these to be able to link the PixelDriver application correctly.

3. Install SoundFlower by running the installer in the soundflower/ folder.

This will allow you to route sound through the driver.

4. Build and run the Pixel Driver

Open the PixelDriver.xcodeproj project and build + run the app.

5. Routing sound through the driver

System audio

  • To route system audio through the driver you have to open the System Preferences and click the Sound configuration.
  • Select the "Output" tab.
  • Select the Soundflower (2ch) output.
  • Make sure the volume is max (you can control the volume via the PixelDriver).

Specific application routing

  • Some applications have specific audio routing capabilities. Use the Soundflower (2ch) output similar to above to route their audio to the PixelDriver.

Listening to audio in the PixelDriver

  • Once your audio is being sent through Soundflower, run the PixelDriver.
  • Select "Soundflower (2ch)" in the top dropdown box of the info page.
  • Select "Built-in Output" to have the audio play through your speakers.
  • Click the "Start Listening" button and then adjust the audio levels accordingly.

Writing Animations

Start by creating an animation class:

#import "PHAnimation.h"

@interface PHBasicSpectrumAnimation : PHAnimation
@end
#import "PHBasicSpectrumAnimation.h"

@implementation PHBasicSpectrumAnimation {
  PHDegrader* _bassDegrader;
}

- (id)init {
  if ((self = [super init])) {
    _bassDegrader = [[PHDegrader alloc] init];
  }
  return self;
}

- (void)renderBitmapInContext:(CGContextRef)cx size:(CGSize)size {
  if (self.driver.unifiedSpectrum) {
    [_bassDegrader tickWithPeak:self.driver.subBassAmplitude];

    CGContextSetRGBFillColor(cx, 1, 0, 0, 1);
    CGContextFillRect(cx, CGRectMake(0, 0, _bassDegrader.value * size.width, kWallHeight));
  }
}

@end

Next open PHAnimation.m in the Animations folder and add your new class to the list of animations returned by allAnimations.

You'll also need to import the class header at the top of the PHAnimation.m file.

#import "PHBasicSpectrumAnimation.h"

Using the Launchpad

The launchpad is the input mechanism that controls all animations on the Pixel Heart.

Default Mode

This mode allows you to switch between animations with a single tap of any animation button.

By default animations will transition with a one second cross-fade. If you want the transition to be instant you can tap the "inst" button (5th button in on the top row) to enable instant transitions. Tapping this button again will turn off instant transitions.

When you tap an animation to transition to it, the previous animation's button will flash until the transition has completed. You can not start another transition while this is happening.

Preview Mode

Preview mode allows you to preview animations before showing them on the Pixel Heart. To enter Preview mode, tap the "arm" button (the bottom right button). This will enter Preview mode and the light will change to green to reflect this fact.

When in preview mode, tapping an animation will instantly show it in the Pixel Driver's preview window.

The currently playing animation's button is green.

The currently previewing animation's button is yellow.

If the currently previewing animation is the playing animation, then the corresponding button will be red.

To transition to an animation while in preview mode, double tap any animation button. This will queue a transition similar to the Default Mode (the instant button is respected, for example).

Composite Mode

Composite mode allows you to create new animations that are composites of other animations. In this sense you can think of each animation as a program and a composite pipes the output from one to the input of another.

Compositing makes it possible to create an animation whose sole purpose is to rotate its input to the beat of the music. You can then use this animation to rotate any other animation.

The driver currently allows up to 8 animations to be composited at once.

When composite mode is entered, the top row of buttons on the launchpad become the layer selector. Layers are ordered such that the left-most layer is the first animation that's run.

The currently selected layer is brightly lit.

Animations in the grid are colored green. Composites are colored yellow.

If a layer has an animation attached to it, the layer button will glow green instead of amber.

For any layer you can select any animation. Tap the selected animation to clear the animation for that layer. You can also double tap the layer button to clear it.

To modify an existing composite you can tap any of the composite buttons.

To create a new composite, tap the "snd A" button (third down on the right). When creating a new composite none of the existing composites will be selected and the "snd A" button will glow green. Tapping the "snd A" button again will add the current composite to the list of composites.

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