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Old 27th November 2008, 17:46   #16
Cope
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Join Date: Jul 2008
Location: Germany
Posts: 149
Quote:
Originally posted by ShadowHarlequin
thanks!

to limit the values do you mean use something like [x = 0.3 + 0.5 * (treb_att * 35);]?
More like x = 0.5 + 0.3*sin(treb_att*b) where b is a constant that controls how hard the preset will react to treb changes. It's important to use sin/cos because both are limited to a range of -1..1, which means no matter what you put inside the brackets of sin/cos it will always deliver a number between -1 and 1.

So what that equation really says to MD is "the new x value will be 0.5 plus some number in the range -0.3..0.3, which is derived from treb_att". This means x will always be in the range 0.2..0.8.

You can see it in action in the preset I attached. The red circle uses sin(treb_att) and it's limited very nicely. Green uses 0.2*treb_att and it's limited pretty nicely too, and is a little more reactive than red. Blue uses sin(treb_att*15) and is very chaotic because even the smallest change in treb_att leads to big changes in the sin function. Yellow is just crazy because it's hardly limited at all
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Murphey's fighting Occam, and I'm in the stands.

Last edited by Cope; 27th November 2008 at 18:04.
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