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Wiimote-reactive Milkdrop visuals

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  • #61
    i see. that feature is supported already. normally (for the wii milkdrop) bass, bass_att and other sound preset vars are a function of wiimote acceleration, angles and buttons, so that when you don't move, these vars are 0, regardless of the music played in winamp. then winamp + miilkdrop is just a graphical engine.

    but if you press certain wiimote key combo (left (A) + left (1)), those vars are reconnected back to sound analysis for the music played in winamp, so an unmodified preset behaves as in the original milkdrop. but the wii-specific vars are still available (wii_l_f etc.), so you could write a preset that does exactly what you described -- use sound vars and waveforms for subtle reaction and wii-only vars for not-so-subtle reaction.

    ... i could also have each preset decide whether sound vars source should be winamp sound or wiimotes, by having it define fWiiAnalyzeSound=1 (default 0).

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    • #62
      yaay just had a go with milkdrop, it was as simple as plug and play on my xp x64, plug my belkin dongle in, wait for windows to install the drivers, sync the wiimote, and when i started the test program it recognized it straight away... makes me sleep easy at night when stuff like that happens

      anyway, i have an idea... if there is a way to control the sensitivity of milkdrop's sound reactivity using the wiimote, you could 'reward' the participant with a large reaction on the visuals if they get it right, dance dance revolution-style...
      or how about 'transforming' the input of the wiimotes to different frequencies of audio, like long sweeps (large constant acceleration) create high frequency sounds and sudden jerks (large change in acceleration) cause pulses of bass... make it so that when the wiimotes are still, there will be constant white noise, and as the wiimotes feel acceleration, the tone of the sound changes... this can either be fed into the visuals as it is, or mixed with the audio stream for some 'relevance' to the visuals

      i dont know how relevant this is, but when i was browsing wikipedia i came across http://en.wikipedia.org/wiki/Linear_response_function and somehow it reminded me of this thread, can anyone think of anything?
      Last edited by carmatic; 16 May 2008, 22:30.
      did what i just said make any sense to you?

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      • #63
        hehe i didn't know this formula has a well known name, but in fact i used it in quite alot presets (all the ones, that take advance of the elastic spring and some more)

        rewarding is definetly the way to go, when you want to get serious with it. (i just got 48 points on the wii sports sandbag)
        If i find something cool, i will post it here! but don't you wait on me, my creativity is unpredictable
        WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
        Codepen | Shadertoy | OpenProcessing | studio sketchpad
        Twitter @ Google+ @ YouTube @ Facebook

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        • #64
          like, how difficult is it to make the wiimotes control some kind of 'noise generator' like i described above? the noise will then be fed into the visualization and processed as if it is the music...
          in addition to amplifying certain frequencies depending on acceleration, maybe the x-axis wiimote acceleration can change the phase of the affected frequencies as well, the y-axis wiimote acceleration can change the y-axis offset of the waveform, and z-axis acceleration can change the bandwidth of the processing, so you can have direct control over the waveform using the wiimotes...you can 'roll' the waveform around by moving the wiimote side to side, you can 'push' the waveform up and down, and you can create different interference patterns by moving the wiimote forwards or backwards... this potentially makes unmodified milkdrop presets much much much more useful, and we can use all 5542 of them
          did what i just said make any sense to you?

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          • #65
            I love you.
            I'm buying a 1080 hd projector soon and just happened to stumble acroos this, I'm going to have soooo much more fun now, cheers!

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            • #66
              like, what i think could use some work is like, when the wiimote is moved, the bass waveform is identical and repeating, which looks kind of unnatural, that is why i was thinking of using the white noise... or if the sound variables can be reconnected back to the sound input, but not directly, like if the wiimote actually controls some kind of DSP using its movements, and the resulting processed sound is fed into the sound variables... that way you get a good waveform, plus you get a good response from the wiimote too

              which sound variables are controlled by which wiimote variable?
              did what i just said make any sense to you?

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              • #67
                Is it just me or is the 0.2.0 link not working? Really would like to try it out!

                Keep up the good work!
                liam

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                • #68
                  right, but the 0.1.0 downloads works...


                  simply replace this file - that's all it needs for the IR support
                  WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
                  Codepen | Shadertoy | OpenProcessing | studio sketchpad
                  Twitter @ Google+ @ YouTube @ Facebook

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                  • #69
                    ah cheers

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                    • #70
                      can you get an attatchment usb or otherwise that will give my laptop bluetooth capability? it has a switch on the front but its real stiff and theres no software installed for it so i guess my model doesnt have bluetooth

                      also i cant find a dl link for the software, the download page isnt there any more
                      [edit, scrolled down on the page and got it :P]

                      what parameters can you control with the wiimote? could you control any variable?
                      "human is the music, natural is the static..." - john updike
                      [Set Zero] [themilkFACTORY]

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                      • #71
                        yes you can control any variable. you can either use the raw force values or roll/pitch(+yaw with the infrared bar) + some button press status.

                        i bought a usb BT dongle for my PC but not all are working with the wiimotes. It's all written in the Miilkdrop readme. check it out
                        WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
                        Codepen | Shadertoy | OpenProcessing | studio sketchpad
                        Twitter @ Google+ @ YouTube @ Facebook

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                        • #72
                          cool, i cant afford any hardware at the moment though :P lookng into using a gamepad with this instead for the moment which might work
                          "human is the music, natural is the static..." - john updike
                          [Set Zero] [themilkFACTORY]

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                          • #73
                            by private request, a reupload of the Miilkdrop dll + documentation and preset pack
                            Attached Files
                            WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
                            Codepen | Shadertoy | OpenProcessing | studio sketchpad
                            Twitter @ Google+ @ YouTube @ Facebook

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