DiskIn stream in audio from a file
add
DiskIn.ar(numChannels, bufnum, loop )
Continuously play a longer soundfile from disk. This requires a buffer to be preloaded with one buffer size of sound. If loop is set to 1, the soundfile will loop.
s.boot; // start the server
(
SynthDef("help-Diskin", { arg bufnum = 0;
Out.ar(0, DiskIn.ar(1, bufnum, 1));
}).add
)
Using Buffer (Object Style)
b = Buffer.cueSoundFile(s, "sounds/a11wlk01-44_1.aiff", 0, 1);
x = { DiskIn.ar(1, b) }.play;
b.close;
// again
// note the like named instance method, but different arguments
b.cueSoundFile("sounds/a11wlk01-44_1.aiff", 0);
x.free; b.close; b.free;
// loop it (for better looping use PlayBuf!)
(
p = "sounds/a11wlk01-44_1.aiff";
a = SoundFile.new;
a.openRead(p);
d = a.numFrames/s.sampleRate; // get the duration
a.close; // don't forget
b = Buffer.cueSoundFile(s, p, 0, 1);
f = { DiskIn.ar(1, b) };
x = f.play;
r = Routine({
loop({ d.wait; x.free; x = f.play; b.close( b.cueSoundFileMsg(p, 0)) });
}).play;
)
r.stop; x.free; b.close; b.free; // you need to do all these to properly cleanup
// cue and play right away
(
SynthDef("help-Diskin", { arg bufnum = 0;
Out.ar(0, DiskIn.ar(1, bufnum));
}).add;
)
(
x = Synth.basicNew("help-Diskin");
m = { arg buf; x.addToHeadMsg(nil, [\bufnum, buf])};
b = Buffer.cueSoundFile(s,"sounds/a11wlk01-44_1.aiff",0,1, completionMessage: m);
)
x.free; b.close; b.free; //clean up
OSC Messaging Style
// allocate a disk i/o buffer
s.sendMsg("/b_alloc", 0, 65536, 1);
// open an input file for this buffer, leave it open
s.sendMsg("/b_read", 0, "sounds/a11wlk01-44_1.aiff", 0, 65536, 0, 1);
// create a diskin node
s.sendMsg("/s_new", "help-Diskin", x = s.nextNodeID, 1, 1);
s.sendMsg("/b_close", 0); // close the file (very important!)
// again
// don't need to reallocate and Synth is still reading
s.sendMsg("/b_read", 0, "sounds/a11wlk01-44_1.aiff", 0, 0, 0, 1);
s.sendMsg("/n_free", x); // stop reading
s.sendMsg("/b_close", 0); // close the file.
s.sendMsg("/b_free", 0); // frees the buffer