audioreactive effect improvements

- Info Page: add a small horizontal line below usermod specific part. Improves readability.
- updated 2D mapping mode of some  1D soundreactive effects
- alllow some effects to fade slowly, even slower that possible with SEGMENT.fade_out(). Looks nice.

not sure why - most effects only fade when using SEGMENT.fade_out(), while some need SEGMENT.fadeToBlackBy().
This commit is contained in:
Frank 2022-09-01 14:56:01 +02:00
parent 26793c8428
commit 37ba649930
2 changed files with 32 additions and 14 deletions

View File

@ -1317,6 +1317,10 @@ class AudioReactive : public Usermod {
infoArr.add(fftTime-sampleTime);
infoArr.add("ms");
#endif
// add a small horizontal line, for better readability
infoArr = user.createNestedArray(F("<hr style=\"height:1px;border-width:0;color:gray;background-color:gray\" />"));
infoArr.add(F(" <hr style=\"height:1px;border-width:0;color:gray;background-color:gray\" /> "));
}
}

View File

@ -6254,7 +6254,7 @@ uint16_t mode_gravcentric(void) { // Gravcentric. By Andrew
return FRAMETIME;
} // mode_gravcentric()
static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!;!;ix=128,mp12=2,ssim=0,1d,vo"; // Circle, Beatsin
static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!;!;ix=128,mp12=3,ssim=0,1d,vo"; // Corner, Beatsin
///////////////////////
@ -6390,7 +6390,7 @@ uint16_t mode_midnoise(void) { // Midnoise. By Andrew Tuline.
return FRAMETIME;
} // mode_midnoise()
static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Maximum length;,!;!;ix=128,mp12=2,ssim=0,1d,vo"; // Circle, Beatsin
static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Maximum length;,!;!;ix=128,mp12=1,ssim=0,1d,vo"; // Bar, Beatsin
//////////////////////
@ -6515,7 +6515,7 @@ uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
}
float volumeSmth = *(float*) um_data->u_data[0];
SEGMENT.fadeToBlackBy(64);
SEGMENT.fadeToBlackBy(32);
plasmoip->thisphase += beatsin8(6,-4,4); // You can change direction and speed individually.
plasmoip->thatphase += beatsin8(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
@ -6667,7 +6667,8 @@ uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
SEGENV.aux0 = 0;
}
SEGMENT.fade_out(SEGMENT.speed);
int fadeoutDelay = (256 - SEGMENT.speed) / 32;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
SEGENV.step += FRAMETIME;
if (SEGENV.step > SPEED_FORMULA_L) {
@ -6735,7 +6736,9 @@ uint16_t mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN.
float my_magnitude = *(float*) um_data->u_data[5] / 4.0f;
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
SEGMENT.fade_out(SEGMENT.speed);
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
int fadeoutDelay = (256 - SEGMENT.speed) / 32;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
int locn = (log10f((float)FFT_MajorPeak) - 1.78f) * (float)SEGLEN/(MAX_FREQ_LOG10 - 1.78f); // log10 frequency range is from 1.78 to 3.71. Let's scale to SEGLEN.
if (locn < 1) locn = 0; // avoid underflow
@ -6750,7 +6753,7 @@ uint16_t mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN.
return FRAMETIME;
} // mode_freqmap()
static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color;,!;!;mp12=2,ssim=0,1d,fr"; // Circle, Beatsin
static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color;,!;!;mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
///////////////////////
@ -6805,7 +6808,7 @@ uint16_t mode_freqmatrix(void) { // Freqmatrix. By Andreas Plesch
return FRAMETIME;
} // mode_freqmatrix()
static const char _data_FX_MODE_FREQMATRIX[] PROGMEM = "Freqmatrix@Time delay,Sound effect,Low bin,High bin,Sensivity;;;mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
static const char _data_FX_MODE_FREQMATRIX[] PROGMEM = "Freqmatrix@Time delay,Sound effect,Low bin,High bin,Sensivity;;;mp12=3,ssim=0,1d,fr"; // Corner, Beatsin
//////////////////////
@ -6826,7 +6829,10 @@ uint16_t mode_freqpixels(void) { // Freqpixel. By Andrew Tuline.
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
uint16_t fadeRate = 2*SEGMENT.speed - SEGMENT.speed*SEGMENT.speed/255; // Get to 255 as quick as you can.
SEGMENT.fade_out(fadeRate);
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
int fadeoutDelay = (256 - SEGMENT.speed) / 64;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(fadeRate);
for (int i=0; i < SEGMENT.intensity/32+1; i++) {
uint16_t locn = random16(0,SEGLEN);
@ -6958,7 +6964,7 @@ uint16_t mode_gravfreq(void) { // Gravfreq. By Andrew Tuline.
return FRAMETIME;
} // mode_gravfreq()
static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq@Rate of fall,Sensivity;,!;!;ix=128,mp12=2,ssim=0,1d,fr"; // Circle, Beatsin
static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq@Rate of fall,Sensivity;,!;!;ix=128,mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
//////////////////////
@ -6972,7 +6978,10 @@ uint16_t mode_noisemove(void) { // Noisemove. By: Andrew Tuli
}
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
SEGMENT.fade_out(224); // Just in case something doesn't get faded.
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
//SEGMENT.fade_out(224); // Just in case something doesn't get faded.
int fadeoutDelay = (256 - SEGMENT.speed) / 96;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(4+ SEGMENT.speed/4);
uint8_t numBins = map(SEGMENT.intensity,0,255,0,16); // Map slider to fftResult bins.
for (int i=0; i<numBins; i++) { // How many active bins are we using.
@ -6998,13 +7007,16 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
float FFT_MajorPeak = *(float*) um_data->u_data[4];
float my_magnitude = *(float*) um_data->u_data[5] / 16.0f;
SEGMENT.fadeToBlackBy(64); // Just in case something doesn't get faded.
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
SEGMENT.fadeToBlackBy(16); // Just in case something doesn't get faded.
float frTemp = FFT_MajorPeak;
uint8_t octCount = 0; // Octave counter.
uint8_t volTemp = 0;
if (my_magnitude > 32) volTemp = 255; // We need to squelch out the background noise.
volTemp = 32.0f + my_magnitude * 1.5f; // brightness = volume (overflows are handled in next lines)
if (my_magnitude < 48) volTemp = 0; // We need to squelch out the background noise.
if (my_magnitude > 144) volTemp = 255; // everything above this is full brightness
while ( frTemp > 249 ) {
octCount++; // This should go up to 5.
@ -7020,7 +7032,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
return FRAMETIME;
} // mode_rocktaves()
static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;,!;!;mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;,!;!;mp12=1,ssim=0,1d,fr"; // Bar, Beatsin
///////////////////////
@ -7104,7 +7116,9 @@ uint16_t mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
rippleTime = true;
}
SEGMENT.fadeToBlackBy(SEGMENT.speed);
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
int fadeoutDelay = (256 - SEGMENT.speed) / 64;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(SEGMENT.speed);
for (int x=0; x < cols; x++) {
uint8_t band = map(x, 0, cols-1, 0, NUM_BANDS - 1);