Movie Library, plus Kinect/El Capitan: movie playback issues, Kinect depth data

Hi there,

Running a sketch with a movie and floating images on top of it.

The movie is running super slowly-- maybe half its intended frame rate. Hoping to incorporate Kinect for the position of the images, currently inputting Mouse position where I’d like depth data to be.

Running processing on a Mac Mini (mid 2010), OSX El Capitan 10.11.6. Sketch runs decently on a MacBook Pro with the same OSX, but I need it to run on the Mini.

I’m trying to work up to running a Kinect (v1, 1414) with this sketch, and have run through several versions of this protocol.. Not sure if that’s part of what’s messing me up here. Would love to “connect” with “kinect” brains as well. :wink:

The sketch was freezing up, so I separated video and audio files. Things run and loop. It would be nice if they were a bit more in sync, but the movie is running very slowly, like stop-motion.

Getting a warning from java re: sound (“Please transition to the API’s in AudioCompenent.h”), but I understand there isn’t a sound library that’s compatible with that rn.

Basically, the 6 images are meant to float above the video while the sound runs. Their position is currently guided by the mouse, but hoping to swap that with depth data from the Kinect. I’m familiar with the current “Open Kinect” library for Processing-- have installed OpenNI, NITE, MacPorts, etc, as per above protocol. Got a read from the device for a moment and then an El Capitan update negated all of my work. :frowning:

Code is below: any input helpful.

import processing.video.*;
Movie movie;

import ddf.minim.*;
import ddf.minim.effects.*;

//floating image offset 
float offset = 1;
float easing = .5;
float offer = 3;
float x, y;
float dim = 100.0;

PImage img1; 
PImage img2;
PImage img3;
PImage img4;
PImage img5;
PImage img6;

Minim minim;
AudioPlayer groove;

void setup(){
  size(1920,1080);
  background(0);
  // Load and play the video in a loop
movie = new Movie(this, "SOP-NORNYY2_1.mp4");
movie.loop();
  noCursor();
  
 //Load a soundfile
 minim = new Minim(this);
 groove = minim.loadFile( "SOP-NORNYY2 Audio.aiff");
 groove.loop();

 img1 = loadImage("Pine Trail Wallpaper Cut Section1 Final.jpg");
 img2 = loadImage("Pine Trail Wallpaper Cut Section 2 Charcoal.jpg");
 img3 = loadImage("Pine Trail Wallpaper Cut Section 3 Charcoal.jpg");
 img4 = loadImage("Pine Trail Wallpaper Cut Section 4 Charcoal.jpg");
 img5 = loadImage("Pine Trail Wallpaper Cut Section 5 Charcoal.jpg");
 img6 = loadImage("Pine Trail Wallpaper Cut Section 6 Charcoal.jpg");
 
}

void movieEvent(Movie m){
  m.read();
}

void draw(){
image(movie, 0, 0, width, height);
  imageMode(CORNERS); 

//image(img1, 0, 1080, 320, 158);
float dy = (mouseY-img1.height/2) - offset;
offset += dy * easing;
tint(255, 200);  // Display at half opacity
image(img1, 0, mouseY);

  
//image(img2, 320, 1080, 640, 196); // Display at full opacity
float cx = (mouseX+img2.height/3) - offset;
offset += cx * easing;
tint(255, 200);  // Display at half opacity
image(img2,319, mouseX);
  
 //image(img3, 640,1080, 960, 158);  // Display at full opacity
float ex = (mouseX-img3.width/4) - offset;
offset += ex * easing;
tint(255, 200);  // Display at half opacity
image(img3, 637, mouseY);
  
//image(img4, 960, 1080, 1280, 196);  // Display at full opacity
float bx = (mouseX+img4.height/5) - offset;
offset+= bx * easing;
tint(255, 200);  // Display at half opacity
image(img4,950,mouseX);
  
//image(img5, 1280, 1080,1600, 160);  // Display at full opacity
float ax = (mouseX-img5.height/6) - offset;
offset+= ax * easing;
tint(255, 200);  // Display at half opacity
image(img5,1269,mouseY);
  
//image(img6, 1600, 1080, 1920, 199);  // Display at full opacity
float fx = (mouseX+img6.height/2) - offset;
offset += fx * easing;
tint(255, 200);  // Display at half opacity
image(img6, 1589, mouseX);
  }

Got this resolved by running it off the Raspberry Pi 3 B+, using Open Kinect for Processing and GLMovie, reassigning the GPU allotment, and reducing the movie size.