processing - record and show video in the processing sketch - audio

I have a webcam feed in my processing sketch and i can record and save the video. What i wanna accomplish is that when i go to the next case (drawScreenOne) that the video i just recorded will show up on the canvas. The problem that i have now, is that when i save the video, with the video export library from com.hamoid, it gets saved in the same folder as my sketch, but to play a movie it needs to be in the data folder. So i can't play the movies without it manually moving to the data folder. Can you do that from within processing?
And how can i load up the videos that i just created in a case before? Do i need to use an array for that? I can play the movies when i manually move it to the data folder but i want processing to handle that.
this is the code i have so far:
import com.hamoid.*;
import processing.video.*;
import ddf.minim.*;
Minim minim;
AudioInput in;
AudioRecorder recorder;
Movie myMovie;
Movie myMovie1;
int currentScreen;
VideoExport videoExport;
boolean recording = false;
Capture theCap;
Capture cam;
int i = 0;
int countname; //change the name
int name = 000000; //set the number in key's' function
// change the file name
void newFile()
{
countname =( name + 1);
recorder = minim.createRecorder(in, "file/Sound" + countname + ".wav", true);
// println("file/" + countname + ".wav");
}
void setup() {
size(500,500);
frameRate(30);
noStroke();
smooth();
myMovie = new Movie(this, "video0.mp4");
myMovie.loop();
myMovie1 = new Movie(this, "video1.mp4");
myMovie1.loop();
String[] cameras = Capture.list();
if (cameras.length == 0) {
println("There are no cameras available for capture.");
exit();
} else {
println("Available cameras:");
for (int i = 0; i < cameras.length; i++) {
println(cameras[i]);
}
// The camera can be initialized directly using an
// element from the array returned by list():
//cam = new Capture(this, cameras[3]); //built in mac cam "isight"
cam = new Capture(this, 1280, 960, "USB-camera"); //externe camera Lex, linker USB
cam.start();
}
println("Druk op R om geluid en video op te nemen.Druk nog een keer op R om het opnemen te stoppen en druk op S om het op te slaan Druk vervolgens op Z om verder te gaan.");
videoExport = new VideoExport(this, "video" + i + ".mp4");
minim = new Minim(this);
// get a stereo line-in: sample buffer length of 2048
// default sample rate is 44100, default bit depth is 16
in = minim.getLineIn(Minim.STEREO, 2048);
// create a recorder that will record from the input to the filename specified, using buffered recording
// buffered recording means that all captured audio will be written into a sample buffer
// then when save() is called, the contents of the buffer will actually be written to a file
// the file will be located in the sketch's root folder.
newFile();//go to change file name
textFont(createFont("SanSerif", 12));
}
void draw() {
switch(currentScreen){
case 0: drawScreenZero(); break; //camera
case 1: drawScreenOne(); break; //1 video
case 2: drawScreenZero(); break; //camera
case 3: drawScreenTwo(); break; // 2 video's
case 4: drawScreenZero(); break; //camera
case 5: drawScreenThree(); break; //3 video's
case 6: drawScreenZero(); break; //camera
case 7: drawScreenFour(); break; //4 video's
default: background(0); break;
}
}
void mousePressed() {
currentScreen++;
if (currentScreen > 2) { currentScreen = 0; }
}
void drawScreenZero() {
println("drawScreenZero camera");
if (cam.available() == true) {
cam.read();
}
image(cam, 0,0,width, height);
// The following does the same, and is faster when just drawing the image
// without any additional resizing, transformations, or tint.
//set(0, 0, cam);
if (recording) {
videoExport.saveFrame();
}
for(int i = 0; i < in.bufferSize() - 1; i++)
{
line(i, 50 + in.left.get(i)*50, i+1, 50 + in.left.get(i+1)*50);
line(i, 150 + in.right.get(i)*50, i+1, 150 + in.right.get(i+1)*50);
}
if ( recorder.isRecording() )
{
text("Aan het opnemen...", 5, 15);
text("Druk op R als je klaar bent met opnemen en druk op S om het op te slaan.", 5, 30);
}
else
{
text("Gestopt met opnemen. Druk op R om op te nemen, druk op S om op te slaan.", 5, 15);
}
}
void drawScreenOne() {
background(0,255,0);
//fill(0);
//rect(250,40,250,400);
println("drawScreenOne 1 video");
image(myMovie, 0,0, (width/2),(height/2));
}
void drawScreenTwo(){
background(0,0,255);
println("drawScreenTwo 2 videos");
//triangle(150,100,150,400,450,250);
image(myMovie, 0,0, (width/2),(height/2));
image(myMovie1, (width/2),(height/2),(width/2),(height/2));
}
void drawScreenThree(){
//fill(0);
//rect(250,40,250,400);
background(255,0,0);
println("drawScreenThree 3 videos");
image(myMovie, 0,0, (width/2),(height/2));
image(myMovie1, (width/2),(height/2),(width/2),(height/2));
image(myMovie, (width/2),0, (width/2),(height/2));
}
void drawScreenFour(){
//triangle(150,100,150,400,450,250);
background(0,0,255);
println("drawScreenFour 4 videos");
image(myMovie, 0,0, (width/2),(height/2));
image(myMovie1, (width/2),(height/2),(width/2),(height/2));
image(myMovie, (width/2),0, (width/2),(height/2));
image(myMovie1, 0,(height/2),(width/2),(height/2));
}
void keyPressed() {
if (key == 'r' || key == 'R') {
recording = !recording;
println("Recording is " + (recording ? "ON" : "OFF"));
} else if (key == 's' || key == 's') {
i++;
videoExport = new VideoExport(this, "video" + i + ".mp4");
currentScreen++;
if (currentScreen > 7) { currentScreen = 0; }
}
}
void movieEvent(Movie m) {
m.read();
}
void keyReleased()
{
if ( key == 'r' )
{
// to indicate that you want to start or stop capturing audio data, you must call
// beginRecord() and endRecord() on the AudioRecorder object. You can start and stop
// as many times as you like, the audio data will be appended to the end of the buffer
// (in the case of buffered recording) or to the end of the file (in the case of streamed recording).
if ( recorder.isRecording() )
{
recorder.endRecord();
}
else
{
/*#######################################*/
newFile();
/*#######################################*/
recorder.beginRecord();
}
}
if ( key == 's' )
{
// we've filled the file out buffer,
// now write it to the file we specified in createRecorder
// in the case of buffered recording, if the buffer is large,
// this will appear to freeze the sketch for sometime
// in the case of streamed recording,
// it will not freeze as the data is already in the file and all that is being done
// is closing the file.
// the method returns the recorded audio as an AudioRecording,
// see the example AudioRecorder >> RecordAndPlayback for more about that
name++; //change the file name, everytime +1
recorder.save();
println("Done saving.");
println(name);//check the name
}
}
void stop()
{
// always close Minim audio classes when you are done with them
in.close();
minim.stop();
super.stop();
}

Can you do that from within processing?
Sure. Just google something like "Java move file" and I'm sure you'll find a ton of results. Or you could just save the video to the data directory in the first place. I've never used the VideoExport class so this is just a guess, but I'd imagine that this would put the video in the data directory:
videoExport = new VideoExport(this, "data/video" + i + ".mp4");
And how can i load up the videos that i just created in a case before? Do i need to use an array for that?
I'm not sure I understand this question, but you can use any variable you want. Just keep track of where the files are going, and then load them from there.

Related

Reusing a function for buttons that work independently of each other?

I'm trying to create something with P5.js that resembles an audio looper—that is, you record a snippet of audio, it plays back to you as a loop, and then you can record other snippets of audio to play together to create a song.
I figured out how to record audio, play it back as a loop, and stop the loop, but I'm not sure the best way to repeat that function so that it can be used for buttons that function independently of each other and record separate audio files, as I would like to record multiple loops.
I'm still pretty new to P5.js, so there's probably a simple way to do this—any ideas help! In general, if you have any ideas on how to achieve this project as a whole (the audio looper) I'd love to hear them.
This is my code:
let mic, recorder, soundFile, button;
let state = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
background(200);
mic = new p5.AudioIn();
mic.start();
recorder = new p5.SoundRecorder();
recorder.setInput(mic);
soundFile = new p5.SoundFile();
button = createButton("record");
button.size(200, 100);
button.style("font-family", "Bodoni");
button.style("font-size", "48px");
button.position(10, 10, 10);
button.mouseClicked(loopRecord);
}
// this is the looper
function loopRecord() {
if (state === 0 && mic.enabled) {
recorder.record(soundFile);
background(255, 0, 0);
state++;
} else if (state === 1) {
recorder.stop();
background(0, 255, 0);
state++;
} else if (state === 2) {
soundFile.loop();
state++;
} else if (state === 3) {
soundFile.stop();
state++;
} else if (state === 4) {
state === 0;
}
}
You should somehow structure your data so that each button has its own state (and other parameters that should not be global, but instead unique to each loop).
Here an example using an array of track objects:
https://editor.p5js.org/RemyDekor/sketches/gM75vBYmk
I'll copy the code here as well
let mic
// this array will be filled afterwards
let tracksArray = [];
function setup() {
createCanvas(400, 400);
background(200);
// we need only one mic (it is still global)
mic = new p5.AudioIn();
mic.start();
// we call a function that creates a custom "track" object and puts it in the tracksArray (which you could use for some other things, but is currently un-used)
createTrack();
// we create a button that call the same function when we click on it
const addTrackButton = createButton("add track");
addTrackButton.mouseClicked(createTrack)
addTrackButton.position(10, 10)
}
// We now use names (strings) instead of abstract numbers to set the state of the track
function handleTrackButtonClick(trackObject) {
if (trackObject.state === "idle" && mic.enabled) {
trackObject.recorder.record(trackObject.soundFile);
background(255, 0, 0);
trackObject.state = "recording";
console.dir(trackObject.button.elt.innerText = "[recording..]");
} else if (trackObject.state === "recording") {
trackObject.recorder.stop();
background(0, 255, 0);
trackObject.state = "stopped";
console.dir(trackObject.button.elt.innerText = "play");
} else if (trackObject.state === "stopped") {
trackObject.soundFile.loop();
trackObject.state = "playing";
console.dir(trackObject.button.elt.innerText = "[playing..] stop")
} else if (trackObject.state === "playing") {
trackObject.soundFile.stop();
trackObject.state = "stopped";
console.dir(trackObject.button.elt.innerText = "[stopped..] play")
}
}
function createTrack() {
const newButton = createButton("record");
newButton.style("font-family", "Bodoni");
newButton.style("font-size", "48px");
// we do not position this button anymore, and use the "flow" of the html document
newButton.style("display", "block");
// this is the "track" object we create, and we attach the previously global parameters/states on it
const newTrackObject = {
button: newButton,
state: "idle",
recorder: new p5.SoundRecorder(),
soundFile: new p5.SoundFile()
};
newButton.mouseClicked(function() {
handleTrackButtonClick(newTrackObject)
});
newTrackObject.recorder.setInput(mic);
tracksArray.push(newTrackObject);
}

How to play sound onto microphone?

I want to make a soundboard in the Processing language that plays sounds so the computer handles the sounds as if they were inputs from my microphone. This is my only problem about doing a soundboard. How do I make the sounds play as if they were recorded by the microphone?
I have spent an hour searching and trying to get help, but I have nothing to work with.
Minim provides the class AudioInput for monitoring the user’s current record source (this is often set in the sound card control panel), such as the microphone or the line-in
from
http://code.compartmental.net/tools/minim/quickstart/
EDIT:
Have you seen this?
import ddf.minim.*;
import ddf.minim.ugens.*;
Minim minim;
// for recording
AudioInput in;
AudioRecorder recorder;
// for playing back
AudioOutput out;
FilePlayer player;
void setup()
{
size(512, 200, P3D);
minim = new Minim(this);
// get a stereo line-in: sample buffer length of 2048
// default sample rate is 44100, default bit depth is 16
in = minim.getLineIn(Minim.STEREO, 2048);
// create an AudioRecorder that will record from in to the filename specified.
// the file will be located in the sketch's main folder.
recorder = minim.createRecorder(in, "myrecording.wav");
// get an output we can playback the recording on
out = minim.getLineOut( Minim.STEREO );
textFont(createFont("Arial", 12));
}
void draw()
{
background(0);
stroke(255);
// draw the waveforms
// the values returned by left.get() and right.get() will be between -1 and 1,
// so we need to scale them up to see the waveform
for(int i = 0; i < in.left.size()-1; i++)
{
line(i, 50 + in.left.get(i)*50, i+1, 50 + in.left.get(i+1)*50);
line(i, 150 + in.right.get(i)*50, i+1, 150 + in.right.get(i+1)*50);
}
if ( recorder.isRecording() )
{
text("Now recording...", 5, 15);
}
else
{
text("Not recording.", 5, 15);
}
}
void keyReleased()
{
if ( key == 'r' )
{
// to indicate that you want to start or stop capturing audio data,
// you must callstartRecording() and stopRecording() on the AudioRecorder object.
// You can start and stop as many times as you like, the audio data will
// be appended to the end of to the end of the file.
if ( recorder.isRecording() )
{
recorder.endRecord();
}
else
{
recorder.beginRecord();
}
}
if ( key == 's' )
{
// we've filled the file out buffer,
// now write it to a file of the type we specified in setup
// in the case of buffered recording,
// this will appear to freeze the sketch for sometime, if the buffer is large
// in the case of streamed recording,
// it will not freeze as the data is already in the file and all that is being done
// is closing the file.
// save returns the recorded audio in an AudioRecordingStream,
// which we can then play with a FilePlayer
if ( player != null )
{
player.unpatch( out );
player.close();
}
player = new FilePlayer( recorder.save() );
player.patch( out );
player.play();
}
}
It's from here:
http://code.compartmental.net/minim/audiorecorder_class_audiorecorder.html

Unity3D nothing but distortion when playing audio clips

I'm having a lot of trouble with playing audio clips. I suspect it has something to do with update playing my clip from the start every time it executes the block of code that sends the clip to the audio source. Below is a 'solution' but the fact that it works doesn't even make sense to me. If I just put the audio.play() in the main if statement without checking whether it's less than the audio clip length, I hear nothing but a quiet distortion.
void Update()
{
switch(weatherState)
{
case WeatherStates.Sunny:
break;
case WeatherStates.Rain:
Rain();
break;
case WeatherStates.Snow:
break;
case WeatherStates.ThunderStorm:
break;
}
}
void Rain()
{
if(timeScript.hourOfWeatherEvent != 0)
{
if(timeScript.hourCount >= timeScript.hourOfWeatherEvent)
{
rain.SetActive(true);
if(soundCount < weatherSounds[0].length)
{
soundCount++;
audio.clip = weatherSounds[0];
audio.Play ();
}
timeScript.durationOfWeatherEvent -= Time.deltaTime * timeScript.timeSpeed;
if(timeScript.durationOfWeatherEvent <= 0)
{
rain.SetActive(false);
timeScript.durationOfWeatherEvent = 0;
timeScript.hourOfWeatherEvent = 0;
weatherState = WeatherStates.Sunny;
}
}
}
}

minim loadFile before audio file is recorded/created

I am trying to create an app that would allow the user some sounds and then use this in a playback fashion.
I would like to have my application play a .wav file that the user will record.
I am having trouble figuring out how to code this, as I keep getting a error.
==== JavaSound Minim Error ====
==== Error invoking createInput on the file loader object: null
Snippet of code:
import ddf.minim.*;
AudioInput in;
AudioRecorder recorder;
RadioButtons r;
boolean showGUI = false;
color bgCol = color(0);
Minim minim;
//Recording players
AudioPlayer player1;
AudioPlayer player2;
void newFile()
{
countname =(name+1);
recorder = minim.createRecorder(in, "data/" + countname + ".wav", true);
}
......
void setup(){
minim = new Minim(this);
in = minim.getLineIn(Minim.MONO, 2048);
newFile();
player1 = minim.loadFile("data/" + countname + ".wav");// recording #1
player2 = minim.loadFile("data/" + countname + ".wav");//recording #2
void draw() {
// Draw the image to the screen at coordinate (0,0)
image(img,0,0);
//recording button
if(r.get() == 0)
{
for(int i = 0; i < in.left.size()-1; i++)
}
if ( recorder.isRecording() )
{
text("Currently recording...", 5, 15);
}
else
{
text("Not recording.", 5, 15);
}
}
//play button
if(r.get() == 1)
{
if(mousePressed){
.......
player_1.cue(0);
player_1.play();
}
if(mousePressed){
.......
player_2.cue(0);
player_2.play();
}
}
The place where I have a problem is here:
player1 = minim.loadFile("data/" + countname + ".wav");// recording #1
player2 = minim.loadFile("data/" + countname + ".wav");//recording #2
The files that will be recorded will be 1.wav, 2.wav. But I can not place this in the
player1.minim.loadFile ("1.wav");
player2.mminim.loadFile("2.wav");
How would I do this?
As indicated in the JavaDoc page for AudioRecorder [1], calls to beginRecord(), endRecord() and save() will need to happen so that whatever you want to record is actually recorded and then also saved to disk. As long as that does not happen there is nothing for loadFile() to load and you will therefore receive errors. So the problem lies in your program flow. Only when your program reaches a state where a file has already been recorded and saved, you can actually load that.
There are probably also ways for you to play back whatever is being recorded right at the moment it arrives in your audio input buffer (one would usually refer to such as 'monitoring'), but as i understand it, that is not what you want.
Aside this general conceptual flaw there also seem to be other problems in your code, e.g. countname is not being iterated between two subsequent loadFile calls (I assume that it should be iterated though); Also at some point you have "player_1.play();" (note the underscore), although you're probably refering to this, differently written variable earlier initialized with "player1 = minim.loadFile(...)" ? ...
[1] http://code.compartmental.net/minim/javadoc/ddf/minim/AudioRecorder.html
This is the approach to record from an audio file into an AudioRecorder object. You load a file, play it and then you choose what section to save into another file that you can play using and AudioPlayer object or your favorite sound player offered by your OS.
Related to
I am having trouble figuring out how to code this, as I keep getting a
error.
Despite it says it is an error, it doesn't affect executing your program. I would consider this a warning and ignore it. If you want to fix it, I believe you will need to edit the file's tags to properly set their values.
INSTRUCTIONS: In the code, define your file to play. When you run the sketch, press r to begin recording, r again to stop recording. Don't forget to press s to save the file to an audio file which will be located in the data folder.
NOTE: If you need to play wav files, you will need a Sampler object instead of a FilePlayer one.
//REFERENCE: https:// forum.processing.org/one/topic/how-can-i-detect-sound-with-my-mic-in-my-computer.html
//REFERENCE: https:// forum.processing.org/two/discussion/21842/is-it-possible-to-perform-fft-with-fileplayer-object-minim
/**
* This sketch demonstrates how to use an <code>AudioRecorder</code> to record audio to disk.
* Press 'r' to toggle recording on and off and the press 's' to save to disk.
* The recorded file will be placed in the sketch folder of the sketch.
* <p>
* For more information about Minim and additional features,
* visit http://code.compartmental.net/minim/" target="_blank" rel="nofollow">http://code.compartmental.net/minim/</a>;
*/
import ddf.minim.*;
import ddf.minim.ugens.*;
import ddf.minim.analysis.*;
Minim minim;
FilePlayer player;
AudioOutput out;
AudioRecorder recorder;
void setup()
{
size(512, 200, P3D);
textFont(createFont("Arial", 12));
minim = new Minim(this);
player = new FilePlayer(minim.loadFileStream("energeticDJ.mp3"));
// IT DOESN'T WORK FOR WAV files ====> player = new FilePlayer(minim.loadFileStream("fair1939.wav"));
out = minim.getLineOut();
TickRate rateControl = new TickRate(1.f);
player.patch(rateControl).patch(out);
recorder = minim.createRecorder(out, dataPath("myrecording.wav"),true);
player.loop(0);
}
void draw()
{
background(0);
stroke(255);
// draw a line to show where in the song playback is currently located
float posx = map(player.position(), 0, player.length(), 0, width);
stroke(0, 200, 0);
line(posx, 0, posx, height);
if ( recorder.isRecording() )
{
text("Currently recording...", 5, 15);
} else
{
text("Not recording.", 5, 15);
}
}
void keyReleased()
{
if ( key == 'r' )
{
// to indicate that you want to start or stop capturing audio data, you must call
// beginRecord() and endRecord() on the AudioRecorder object. You can start and stop
// as many times as you like, the audio data will be appended to the end of the buffer
// (in the case of buffered recording) or to the end of the file (in the case of streamed recording).
if ( recorder.isRecording() )
{
recorder.endRecord();
} else
{
recorder.beginRecord();
}
}
if ( key == 's' )
{
// we've filled the file out buffer,
// now write it to the file we specified in createRecorder
// in the case of buffered recording, if the buffer is large,
// this will appear to freeze the sketch for sometime
// in the case of streamed recording,
// it will not freeze as the data is already in the file and all that is being done
// is closing the file.
// the method returns the recorded audio as an AudioRecording,
// see the example AudioRecorder >> RecordAndPlayback for more about that
recorder.save();
println("Done saving.");
}
}

Strange code behavior adding OpenCV to VC++ Kinect SDK samples

I'm new to C++ and trying to add OpenCV into Microsoft's Kinect samples. I was able to do it for the ColorBasics-D2D sample by modifying this function
void CColorBasics::ProcessColor()
{
HRESULT hr;
NUI_IMAGE_FRAME imageFrame;
// Attempt to get the color frame
hr = m_pNuiSensor->NuiImageStreamGetNextFrame(m_pColorStreamHandle, 0, &imageFrame);
if (FAILED(hr))
{
return;
}
INuiFrameTexture * pTexture = imageFrame.pFrameTexture;
NUI_LOCKED_RECT LockedRect;
// Lock the frame data so the Kinect knows not to modify it while we're reading it
pTexture->LockRect(0, &LockedRect, NULL, 0);
// Make sure we've received valid data
if (LockedRect.Pitch != 0)
{
BYTE * pBuffer = (BYTE*) LockedRect.pBits;
cvSetData(img,(BYTE*) pBuffer, img->widthStep);
Mat &m = Mat(img);
Mat &hsv = Mat();
vector<Mat> mv = vector<Mat>(3,Mat(cvSize(640,480),CV_8UC1));
cvtColor(m,hsv,CV_BGR2HSV);
cvtColor(hsv,m,CV_HSV2BGR);//*/
IplImage iplimg(m);
cvNamedWindow("rgb",1);
cvShowImage("rgb",&iplimg);
// Draw the data with Direct2D
m_pDrawColor->Draw(static_cast<BYTE *>(LockedRect.pBits), LockedRect.size);
// If the user pressed the screenshot button, save a screenshot
if (m_bSaveScreenshot)
{
WCHAR statusMessage[cStatusMessageMaxLen];
// Retrieve the path to My Photos
WCHAR screenshotPath[MAX_PATH];
GetScreenshotFileName(screenshotPath, _countof(screenshotPath));
// Write out the bitmap to disk
hr = SaveBitmapToFile(static_cast<BYTE *>(LockedRect.pBits), cColorWidth, cColorHeight, 32, screenshotPath);
if (SUCCEEDED(hr))
{
// Set the status bar to show where the screenshot was saved
StringCchPrintf( statusMessage, cStatusMessageMaxLen, L"Screenshot saved to %s", screenshotPath);
}
else
{
StringCchPrintf( statusMessage, cStatusMessageMaxLen, L"Failed to write screenshot to %s", screenshotPath);
}
SetStatusMessage(statusMessage);
// toggle off so we don't save a screenshot again next frame
m_bSaveScreenshot = false;
}
}
// We're done with the texture so unlock it
pTexture->UnlockRect(0);
// Release the frame
m_pNuiSensor->NuiImageStreamReleaseFrame(m_pColorStreamHandle, &imageFrame);
}
This works fine. However, when I wanted to add something like this to the SkeletalViewer example, it is just displaying an empty window.
/// <summary>
/// Handle new color data
/// </summary>
/// <returns>true if a frame was processed, false otherwise</returns>
bool CSkeletalViewerApp::Nui_GotColorAlert( )
{
NUI_IMAGE_FRAME imageFrame;
bool processedFrame = true;
HRESULT hr = m_pNuiSensor->NuiImageStreamGetNextFrame( m_pVideoStreamHandle, 0, &imageFrame );
if ( FAILED( hr ) )
{
return false;
}
INuiFrameTexture * pTexture = imageFrame.pFrameTexture;
NUI_LOCKED_RECT LockedRect;
pTexture->LockRect( 0, &LockedRect, NULL, 0 );
if ( LockedRect.Pitch != 0 )
{
BYTE * pBuffer = (BYTE*) LockedRect.pBits;
cvSetData(img,(BYTE*) pBuffer, img->widthStep);
Mat m(img);
IplImage iplimg(m);
cvNamedWindow("rgb",1);
cvShowImage("rgb",&iplimg);
m_pDrawColor->Draw( static_cast<BYTE *>(LockedRect.pBits), LockedRect.size );
}
else
{
OutputDebugString( L"Buffer length of received texture is bogus\r\n" );
processedFrame = false;
}
pTexture->UnlockRect( 0 );
m_pNuiSensor->NuiImageStreamReleaseFrame( m_pVideoStreamHandle, &imageFrame );
return processedFrame;
}
I'm not sure why the same code doesn't work in this example. I'm using Visual Studio 2010 and OpenCV 2.4.2.
Thanks
Figured it out. Changed it to this
if ( LockedRect.Pitch != 0 )
{
BYTE * pBuffer = static_cast<BYTE *>(LockedRect.pBits);
cvSetData(img,(BYTE*) pBuffer, img->widthStep);
Mat m(img);
IplImage iplimg(m);
cvNamedWindow("rgb",1);
cvShowImage("rgb",&iplimg);
waitKey(1);
m_pDrawColor->Draw( static_cast<BYTE *>(LockedRect.pBits), LockedRect.size );
}

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