Rendering a Sine Wave

Sine Wave by Daniel Shiffman - Example on Processing.org

https://processing.org/examples/sinewave.html

```int xspacing = 16;   // How far apart should each horizontal location be spaced
int w;              // Width of entire wave

float theta = 0.0;  // Start angle at 0
float amplitude = 75.0;  // Height of wave
float period = 500.0;  // How many pixels before the wave repeats
float dx;  // Value for incrementing X, a function of period and xspacing
float[] yvalues;  // Using an array to store height values for the wave

void setup() {
size(640, 360);
w = width+16;
dx = (TWO_PI / period) * xspacing;
yvalues = new float[w/xspacing];
}

void draw() {
background(0);
calcWave();
renderWave();
}

void calcWave() {
// Increment theta (try different values for 'angular velocity' here
theta += 0.02;

// For every x value, calculate a y value with sine function
float x = theta;
for (int i = 0; i < yvalues.length; i++) {
yvalues[i] = sin(x)*amplitude;
x+=dx;
}
}

void renderWave() {
noStroke();
fill(255);
// A simple way to draw the wave with an ellipse at each location
for (int x = 0; x < yvalues.length; x++) {
ellipse(x*xspacing, height/2+yvalues[x], 16, 16);
}
}

```

The example uses a sine calculation to generate a regular set of Y values for a group of circles that are rendered at each position.

It has been thoroughly commented, making most of the breakdown I would do pointless.

Takeaway

I find the repetitive motion of a sine wave is an interesting visual to be associated with music and sound. The construction and rendering are also relatively simple to break down and modify. The imagery I imagine for my visualizer consists of three sine waves responding to the different sections of the frequency spectrum. In addition, I think adding a similar commenting method could make my system more accessible to users for modification.