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().
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@ -1317,6 +1317,10 @@ class AudioReactive : public Usermod {
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infoArr.add(fftTime-sampleTime);
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infoArr.add("ms");
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#endif
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// add a small horizontal line, for better readability
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infoArr = user.createNestedArray(F("<hr style=\"height:1px;border-width:0;color:gray;background-color:gray\" />"));
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infoArr.add(F(" <hr style=\"height:1px;border-width:0;color:gray;background-color:gray\" /> "));
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}
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}
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@ -6254,7 +6254,7 @@ uint16_t mode_gravcentric(void) { // Gravcentric. By Andrew
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return FRAMETIME;
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} // mode_gravcentric()
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static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!;!;ix=128,mp12=2,ssim=0,1d,vo"; // Circle, Beatsin
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static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!;!;ix=128,mp12=3,ssim=0,1d,vo"; // Corner, Beatsin
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///////////////////////
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@ -6390,7 +6390,7 @@ uint16_t mode_midnoise(void) { // Midnoise. By Andrew Tuline.
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return FRAMETIME;
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} // mode_midnoise()
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static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Maximum length;,!;!;ix=128,mp12=2,ssim=0,1d,vo"; // Circle, Beatsin
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static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Maximum length;,!;!;ix=128,mp12=1,ssim=0,1d,vo"; // Bar, Beatsin
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//////////////////////
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@ -6515,7 +6515,7 @@ uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
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}
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float volumeSmth = *(float*) um_data->u_data[0];
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SEGMENT.fadeToBlackBy(64);
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SEGMENT.fadeToBlackBy(32);
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plasmoip->thisphase += beatsin8(6,-4,4); // You can change direction and speed individually.
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plasmoip->thatphase += beatsin8(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
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@ -6667,7 +6667,8 @@ uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
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SEGENV.aux0 = 0;
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}
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SEGMENT.fade_out(SEGMENT.speed);
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int fadeoutDelay = (256 - SEGMENT.speed) / 32;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
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SEGENV.step += FRAMETIME;
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if (SEGENV.step > SPEED_FORMULA_L) {
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@ -6735,7 +6736,9 @@ uint16_t mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN.
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float my_magnitude = *(float*) um_data->u_data[5] / 4.0f;
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if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
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SEGMENT.fade_out(SEGMENT.speed);
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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int fadeoutDelay = (256 - SEGMENT.speed) / 32;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
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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.
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if (locn < 1) locn = 0; // avoid underflow
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@ -6750,7 +6753,7 @@ uint16_t mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN.
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return FRAMETIME;
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} // mode_freqmap()
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static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color;,!;!;mp12=2,ssim=0,1d,fr"; // Circle, Beatsin
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static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color;,!;!;mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
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///////////////////////
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@ -6805,7 +6808,7 @@ uint16_t mode_freqmatrix(void) { // Freqmatrix. By Andreas Plesch
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return FRAMETIME;
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} // mode_freqmatrix()
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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
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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
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//////////////////////
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@ -6826,7 +6829,10 @@ uint16_t mode_freqpixels(void) { // Freqpixel. By Andrew Tuline.
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if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
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uint16_t fadeRate = 2*SEGMENT.speed - SEGMENT.speed*SEGMENT.speed/255; // Get to 255 as quick as you can.
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SEGMENT.fade_out(fadeRate);
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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int fadeoutDelay = (256 - SEGMENT.speed) / 64;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(fadeRate);
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for (int i=0; i < SEGMENT.intensity/32+1; i++) {
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uint16_t locn = random16(0,SEGLEN);
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@ -6958,7 +6964,7 @@ uint16_t mode_gravfreq(void) { // Gravfreq. By Andrew Tuline.
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return FRAMETIME;
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} // mode_gravfreq()
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static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq@Rate of fall,Sensivity;,!;!;ix=128,mp12=2,ssim=0,1d,fr"; // Circle, Beatsin
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static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq@Rate of fall,Sensivity;,!;!;ix=128,mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
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//////////////////////
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@ -6972,7 +6978,10 @@ uint16_t mode_noisemove(void) { // Noisemove. By: Andrew Tuli
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}
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uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
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SEGMENT.fade_out(224); // Just in case something doesn't get faded.
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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//SEGMENT.fade_out(224); // Just in case something doesn't get faded.
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int fadeoutDelay = (256 - SEGMENT.speed) / 96;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(4+ SEGMENT.speed/4);
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uint8_t numBins = map(SEGMENT.intensity,0,255,0,16); // Map slider to fftResult bins.
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for (int i=0; i<numBins; i++) { // How many active bins are we using.
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@ -6998,13 +7007,16 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
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float FFT_MajorPeak = *(float*) um_data->u_data[4];
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float my_magnitude = *(float*) um_data->u_data[5] / 16.0f;
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SEGMENT.fadeToBlackBy(64); // Just in case something doesn't get faded.
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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SEGMENT.fadeToBlackBy(16); // Just in case something doesn't get faded.
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float frTemp = FFT_MajorPeak;
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uint8_t octCount = 0; // Octave counter.
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uint8_t volTemp = 0;
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if (my_magnitude > 32) volTemp = 255; // We need to squelch out the background noise.
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volTemp = 32.0f + my_magnitude * 1.5f; // brightness = volume (overflows are handled in next lines)
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if (my_magnitude < 48) volTemp = 0; // We need to squelch out the background noise.
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if (my_magnitude > 144) volTemp = 255; // everything above this is full brightness
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while ( frTemp > 249 ) {
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octCount++; // This should go up to 5.
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@ -7020,7 +7032,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
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return FRAMETIME;
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} // mode_rocktaves()
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static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;,!;!;mp12=0,ssim=0,1d,fr"; // Pixels, Beatsin
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static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;,!;!;mp12=1,ssim=0,1d,fr"; // Bar, Beatsin
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///////////////////////
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@ -7104,7 +7116,9 @@ uint16_t mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
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rippleTime = true;
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}
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SEGMENT.fadeToBlackBy(SEGMENT.speed);
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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int fadeoutDelay = (256 - SEGMENT.speed) / 64;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(SEGMENT.speed);
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for (int x=0; x < cols; x++) {
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uint8_t band = map(x, 0, cols-1, 0, NUM_BANDS - 1);
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