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performance - 处理帧率非常低且无法更改

转载 作者:行者123 更新时间:2023-12-02 22:48:28 25 4
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我正在构建同时使用背景变化图像,振荡器和声音文件的处理草图。

基本上每个draw()都会改变背景,振荡器以一定的频率播放,并播放简短的音频文件

现在的问题是:无论我设置什么帧率,它始终会低于5。我拥有NVIDIA 960和16GB RAM,因此我并不真的认为这是硬件限制(?)

这是我的Setup(),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Quad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++;
}

}

感谢您的答复!

最佳答案

这两行很可能是罪魁祸首:

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

您不想每一帧都加载文件-这非常慢。而是在setup()中加载您可能需要的所有文件(例如,将其加载到背景的 ArrayListPImage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,因此在将它们加载到draw()循环而不是在draw()循环内时调用它。

关于performance - 处理帧率非常低且无法更改,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54374497/

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