Old 15th July 2004, 13:46   #1
Phat
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Now, for something completly different...

I think trig of time functions slow down milkdrop quite a bit.
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Old 15th July 2004, 14:58   #2
[Ishan]
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oooohh! sweet! nice work!


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Old 15th July 2004, 20:18   #3
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Nice colors..

nice custom colors...i dont know how to make my own colors lol..i can but when i do they dont turn out right/even time separation etc.. and they look shitty
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Old 16th July 2004, 04:49   #4
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baked, here's a quick rundown:

r=.8+.1*sin(time*.555) for example.

the first number, .8, I like to think of as a constant rate of the color. The higher, the of that color will be possible on the screen.

the .1*sin is how strong the variation fromt he sin will be, in this case, -.1 to +.1, so now I know my color goes from .7 to .9 out of a whole 1. So that code generates reletively bright red. Now the time*.55 is how fast the red will change, experiment how you need.

using bass treb and mid, plus more advanced code you can do neat things, but that's just a basic color cycle example I gavce yah

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Old 16th July 2004, 13:33   #5
[Ishan]
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I'm still not able to get the beat detection thingy working right. Need help.


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Old 17th July 2004, 19:33   #6
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Thanks..

Thanks Zylot.. that quick definition helps out a bit
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Old 17th July 2004, 22:37   #7
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@ Ishan: there are multiple ways to do 'beat-detection' (imho it never is beat-detection but more something like 'trying to follow the music in a clumsy way'... (but that is also super-duper cool , and is just a way how to say things )) the one I try to use is basically something like:

var = above ( bass_att , 1.3 ) + var *.975;

This way you get a value that always tends to go towards 0 except on beats...

you might also (and I got it from Phat (I think he took it from Rovastar)) do something like:

musictime = musictime + (mid*mid*mid) *.02;
musictime = musictime + (pow(mid,3) *.02;


This way you get a value going up and up, but faster on louder parts in the music

There are better ways (ways that try to 'predict' the next beat!) But those are pretty complex. I never use those ways.

Hope this helps!!
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Old 18th July 2004, 10:15   #8
[Ishan]
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cool! thanks PtP (can i call you that? ) i tried that , and its quite useful Thanks again.

one more thing : i need to assign a var(say ra_rot) random values on beat how can i do that? (i know how to use rand() but how can i use it on beat? ) it would really be helpful it MD had a [On Beat] section alongwith [per frame] and [per_pixel]


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Old 18th July 2004, 13:56   #9
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Whoops!
Just use one of these ofcourse (Don't use both, they do exactly the same!):

1. musictime = musictime + (mid*mid*mid) *.02;
_or_
2. musictime = musictime + (pow(mid,3) *.02;

But... to the point.
If you want to assign random values on beats, take a look at more complex beat-detection (Rovastar or Unchained)... it doesn't really work to do something like:

var = if (above (bass_att , 1.4) , rand (1000) *.001 , var);

(It changes to often, or not at all.... )


I'd say, try to check out Rovastars' or Unchained's
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Old 19th July 2004, 14:35   #10
[Ishan]
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yeah i tried that, but thats not exactly what i wanted. In um....heavy bass(whatever its called) or kinda rock songs it all gets absolutely screwed up. what i want is something like this (in AVS we do like this) :
code:

[On beat]-
rdt = (rand(10)-rand(10)*.01;

[Per pixel] -
r=r+rdt;


so the rotation(r in AVS and rot in MD) gets a -ve or +ve value randomly On Beat but if i try to do the same thing in MD(like what you suggested) it just screws up in kinda heavy bass songs :|
I guess i'll probably have to look at Rova or someone else's code then.....


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Old 19th July 2004, 14:36   #11
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i really think there should be a [On beat] section in MD so we have to skip a lot of custom beat detection code


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Old 19th July 2004, 16:08   #12
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Put it on the wishlist! (but I doubt if there is going to be a new version anyway... )
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Old 20th July 2004, 12:58   #13
[Ishan]
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yeah.....Geiss is not interested i think


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Old 20th July 2004, 20:33   #14
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no, he was technically let off the nullsoft team, and they have rights to MD, so geiss can't continue to work on it.

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Old 20th July 2004, 21:19   #15
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Shit man, didn't know that... Now we've got to hope on Project-M being ported back to PC (and getting better ofcourse)... shit! This sucks...

[notice: I'm a member now!!!! ]
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Old 21st July 2004, 14:04   #16
[Ishan]
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so nullsoft has the MD's source code?


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