首页 > 解决方案 > 处理帧率非常低且不可更改

问题描述

我正在构建一个同时使用不断变化的背景图像、振荡器和声音文件的处理草图。

基本上每次draw(),背景都会改变,振荡器以特定频率播放并播放一个短音频文件

现在,问题是:无论我设置什么帧率,它总是低于 5。我有一个 NVIDIA 960 和 16GB 的 RAM,所以我真的不认为这是硬件限制(?)

这是我的 Setup(),我在其中设置帧速率值。

     import processing.sound.*;
SoundFile voice;//Quad [] quads;
PImage bg;

//Quad quads;

ArrayList<Quad> quadsArray;
int j=0;
int randomImg;
int randomVoice;
int playVoiceorNot;
TriOsc triangle;
SawOsc saw;
Reverb reverb;
int playSaw;
int timetoChange;
int randomFrate;
int prevVoice;
int screenWidth = displayWidth; 
int screenHeight = displayHeight;



void setup(){
  fullScreen();
  //size(1920,1080);
  //quads=new Quad();
  quadsArray=new ArrayList<Quad>();
  triangle = new TriOsc(this);
  saw = new SawOsc(this);
  triangle.amp(0.1);
  saw.amp(0.1);
  prevVoice=0;
  frameRate(30);
  //background(255);
  //reverb = new Reverb(this);
  bg = loadImage("1.png");
  bg.resize(width,height);
  background(bg);
  triangle.play();
  saw.play();
}


void draw(){
   // println(frameRate);
    //frameRate(60);
    randomImg=floor(random(19));
    //randomImg=4;
    bg=loadImage(randomImg+".png");
    bg.resize(width, height);
    background(bg);
    //filter(INVERT);
    //----controllo se  è tempo di cambiare framerate. Possibilità del 2%----
    //timetoChange=floor(random(100));
   // randomFrate=floor(random(4,15));
     //if(timetoChange>=98){
       //frameRate(randomFrate);
    // }
    //-----------------------------------------------------------------------
    //pusho un nuovo Quad nell'arrayList-------------------------------------
    quadsArray.add(new Quad());
    //----------PER OGNI QUAD, lo displayo e lo updato-----------------------
    //----------regolo anche la stroke weight in base alla width dei quadrati
    for(Quad current:quadsArray){
      blendMode(MULTIPLY);
      strokeWeight(4);
          triangle.freq(floor(random(100,current.quadwidth/2)));
           saw.freq(0);
          //reverb.damp(0.8);
          //reverb.room(0.7);
         // reverb.process(triangle);
          playSaw=floor(random(100));
          if(playSaw>70){
                saw.freq(floor(random(100,current.quadwidth)));
               // reverb.damp(0.8);
               // reverb.room(0.7);
              //  reverb.process(saw);
                strokeWeight(8);
          }
          else{
             saw.stop();
          }
          current.display();
          current.update();
    }
    //------------------------------------------------------------------------

    //---Ciclo per la gestione dei quads con lifespan terminata-------
    for(int i=quadsArray.size()-1;i>=0;i--){
       Quad temp=quadsArray.get(i);
          if(temp.lifespan<=0){
           quadsArray.remove(i);
          }
    }
    println(quadsArray.size());
    //---------------------------------------------------------------------------

    //--controllo se playare una voce o meno. Possibilità del 15%----------------
    playVoiceorNot=floor(random(100));
    if(playVoiceorNot>=85){
        // Load a soundfile from the /data folder of the sketch and play it back
        while(randomVoice==prevVoice){
           randomVoice=floor(random(70));
        }
        prevVoice=randomVoice;
        voice = new SoundFile(this,randomVoice + ".wav");
        voice.amp(1);
        voice.play();
    }
    //----------------------------------------------------------------------------

}

这是四边形对象:

class Quad{

    float x;
    float y;
    float quadwidth;
    float quadheight;
    float lifespan;
    float moving;


  Quad(){ //constructor

   x=width/2;
   y=height/2;
   quadwidth=floor(random(80,width/2));
   quadheight=floor(random(height/2));
   lifespan=255;
   moving=0;

  }

  void display(){
    stroke(255,0,0,lifespan);
    //strokeWeight(3);
    noFill();
    rectMode(CENTER);
    rect(x,y,quadwidth,quadheight);
  }

 void update(){
   //fill(125,100,30,lifespan);
   lifespan=lifespan-20;
   moving++;
 }

}

感谢您的回复!

标签: performanceaudioprocessingframe-rate

解决方案


这两行很可能是罪魁祸首:

bg=loadImage(randomImg+".png");
voice = new SoundFile(this,randomVoice + ".wav");

您不想每帧都加载文件 - 它非常慢。相反,在 setup() 中加载您可能需要的所有文件(例如,放入背景的ArrayListofPImage中),然后在draw()循环中访问它们。

我还发现 Processing 的图像resize()函数非常昂贵,所以在加载它们时调用它,而不是在draw()循环中调用。


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