Hi Guys,
is there somewhere a list of all parameters we can access in the different config files and their meaning?
like t, theta, i, s and so on....
that would help a lot I guess!
Cheers,
L'invincible
parameters we can access
Moderators: BTT, andy55, b.dwall, juxtiphi
No, you want the job?
Seriously, this link has most of it:
http://www.soundspectrum.com/g-force/Do ... mming.html
Now, it doesn't say what applies to what. Audio Access (mag, fft, BASS) only applies to waves. I wish you could use them in a colormap! All the math like cos works for waves, flows, colors and unions. Except I'm not sure about trwv....
What's missing on the page is:
COLORS:
t=time in seconds since G-Force started
i=palette index in calculated colormaps. 0-255 colors but reduced down to 0-1 scale. You can provide G-Force the intensity of Red Green and Blue with R, G, B or you can provide Hue, Saturation and Volume (intensity) for H, S, V type files.
WAVES:
t=time in seconds since G-Force started
s=index for waves. Runs 0-1 in value.
Mag is basically voltage vs time being graphed. Mag is the amplitude while s is time for that frozen and analyzed audio sample.
FFT is volume over the frequency range of the audio sample. A song with a lot of bass will have a large value while s is low decreasing as s increases.
BASS is, well, I think the guitar with only 4 strings
Actually, I'm not too sure. Somehow they are figuring out the beat of the music, whether they use the lower frequencies to do so, I don't know. But it's value doesn't change while the wave is being calculated like mag and fft, it's like a B var.
FLOWFIELDS:
t cannot be used. A flow is calculated up front and becomes a big lookup table.
x and y are indexes used in flowfields and unions. x (horizontal position) and y (vertical position) is G-Force telling your flow which dot on the screen it is getting data for. srcX and srcY is your flow telling G-Force what dot to get the data from. Values range from -1 to +1
R and Theta is another way of saying x and y. R is radius from center and theta is angle. You can convert mathematically from x,y to r,theta, if you know how, but this saves you the trouble. Like x and y, r and theta is which dot is being updated and srcR and srcT define the spot where the data is coming from. Theta goes from 0 to PI. R? I don't know, how far is the center to one of the corners? >1 I think.
UNIONS:
No t.
x and y or r and theta are same as for flowfields. But ALFA is telling G-Force whether to use the old flow or new flow for that dot on the screen. I'm not sure about this tho: 0 or negative means old flow, 1 or above means new flow and anything between 0 and 1 - it somehow mixes them.
There are links on that page to certain configs that explain things in more detail.
Now, if anybody actually knows what is going on, please jump in and make corrections.
Seriously, this link has most of it:
http://www.soundspectrum.com/g-force/Do ... mming.html
Now, it doesn't say what applies to what. Audio Access (mag, fft, BASS) only applies to waves. I wish you could use them in a colormap! All the math like cos works for waves, flows, colors and unions. Except I'm not sure about trwv....
What's missing on the page is:
COLORS:
t=time in seconds since G-Force started
i=palette index in calculated colormaps. 0-255 colors but reduced down to 0-1 scale. You can provide G-Force the intensity of Red Green and Blue with R, G, B or you can provide Hue, Saturation and Volume (intensity) for H, S, V type files.
WAVES:
t=time in seconds since G-Force started
s=index for waves. Runs 0-1 in value.
Mag is basically voltage vs time being graphed. Mag is the amplitude while s is time for that frozen and analyzed audio sample.
FFT is volume over the frequency range of the audio sample. A song with a lot of bass will have a large value while s is low decreasing as s increases.
BASS is, well, I think the guitar with only 4 strings
FLOWFIELDS:
t cannot be used. A flow is calculated up front and becomes a big lookup table.
x and y are indexes used in flowfields and unions. x (horizontal position) and y (vertical position) is G-Force telling your flow which dot on the screen it is getting data for. srcX and srcY is your flow telling G-Force what dot to get the data from. Values range from -1 to +1
R and Theta is another way of saying x and y. R is radius from center and theta is angle. You can convert mathematically from x,y to r,theta, if you know how, but this saves you the trouble. Like x and y, r and theta is which dot is being updated and srcR and srcT define the spot where the data is coming from. Theta goes from 0 to PI. R? I don't know, how far is the center to one of the corners? >1 I think.
UNIONS:
No t.
x and y or r and theta are same as for flowfields. But ALFA is telling G-Force whether to use the old flow or new flow for that dot on the screen. I'm not sure about this tho: 0 or negative means old flow, 1 or above means new flow and anything between 0 and 1 - it somehow mixes them.
There are links on that page to certain configs that explain things in more detail.
Now, if anybody actually knows what is going on, please jump in and make corrections.
-
Linvincible
- Posts: 95
- Joined: Sat Sep 25, 2004 5:01 am
thanks, it's good to have something written down, a reference ;o)
yes I agree with you, there are much more variables I'd like to be able to use in general
like beeing able to access the position of the dot in the colormap and even in the waveshape (for PEN especially)
that would give the possibility to draw surfaces, even volumes...
and t in the flowfield
and....oh we always want more don't we!
I'll send that to Andy as suggestions
L'invincible
yes I agree with you, there are much more variables I'd like to be able to use in general
like beeing able to access the position of the dot in the colormap and even in the waveshape (for PEN especially)
that would give the possibility to draw surfaces, even volumes...
and t in the flowfield
and....oh we always want more don't we!
I'll send that to Andy as suggestions
L'invincible
I'd like BASS in the colormap to control the brightness. Some of my colormaps have, as you say, dynamic range. But it's not timed with the music. Only the wave is directly timed with the music. Mag(s) varies the length of the wave but is meaningless once the wave is drawn, can't apply to colors. BASS is calculated each time the wave is draw but it would be a 'left over' value when G-Force calculates the color. Might work tho....
The colormap is like the artist's palette and the screen is paint by numbers. Each dot on the screen is painted some number 0 thru 255. Change the actual color for color number 4 in the palette from blue to red and every dot on the screen painted number 4 will change from blue to red. The wave is drawn with color 255 (depending on either LWdt or Pen - I wish there was a chart that explained that) and as the flowfield does it's thing the color number eventually drops to 0. And color 0 is usually value 0 or the background of the screen lights up.
So you're not setting any particular dot when you set the colors in the map. When each color 0-255 is calculated, if it changes value, any and all dots with the corresponding palette number are changed. That's how the wave can be yellow one second and blue the next.
Now the flowfields really use the CPU sometimes and t doesn't really apply. A flowfield is a big connect-the-dots table. For every dot in the new frame as it is being created G-Force needs to know what dot in the old frame, the one currently showing, to copy from. For screen size of 800x600 that is 480,000 dots. For a res of 1280x1024 that's 1.3 million dots. When the field is calculated and each dot is doing a bunch of cos(), sin() etc you've got some serious number crunching going on. Now once that is done nothing is being calculated and I assume the video card knows how to do the copying.
So to add t to the flowfield y'd need to be recalculating at some rate all the time. When computers are much faster.......
As far as drawing volumes, you are talking 3D? Y'd need an Z in the wave which G-Force doesn't do. Maybe it's in the new project? Maybe you can calculate your own Z somehow. Some of my waves look 3-D as I am plotting one thing X and another thing Y. Not connecting the dots tho.
Back to that BASS... If you can do it for the wave, why not for the colormap? Come on Andy, Strobe time.....
The colormap is like the artist's palette and the screen is paint by numbers. Each dot on the screen is painted some number 0 thru 255. Change the actual color for color number 4 in the palette from blue to red and every dot on the screen painted number 4 will change from blue to red. The wave is drawn with color 255 (depending on either LWdt or Pen - I wish there was a chart that explained that) and as the flowfield does it's thing the color number eventually drops to 0. And color 0 is usually value 0 or the background of the screen lights up.
So you're not setting any particular dot when you set the colors in the map. When each color 0-255 is calculated, if it changes value, any and all dots with the corresponding palette number are changed. That's how the wave can be yellow one second and blue the next.
Now the flowfields really use the CPU sometimes and t doesn't really apply. A flowfield is a big connect-the-dots table. For every dot in the new frame as it is being created G-Force needs to know what dot in the old frame, the one currently showing, to copy from. For screen size of 800x600 that is 480,000 dots. For a res of 1280x1024 that's 1.3 million dots. When the field is calculated and each dot is doing a bunch of cos(), sin() etc you've got some serious number crunching going on. Now once that is done nothing is being calculated and I assume the video card knows how to do the copying.
So to add t to the flowfield y'd need to be recalculating at some rate all the time. When computers are much faster.......
As far as drawing volumes, you are talking 3D? Y'd need an Z in the wave which G-Force doesn't do. Maybe it's in the new project? Maybe you can calculate your own Z somehow. Some of my waves look 3-D as I am plotting one thing X and another thing Y. Not connecting the dots tho.
Back to that BASS... If you can do it for the wave, why not for the colormap? Come on Andy, Strobe time.....
Andy was looking at integrating time in the Flowfields and this may be possible now the new engine is out due to the speed increase.
With newer technology like Pixel Shaders this all becomes very possible and easy to have real time full res like Gforce (as oppossed to Milkdrop where time has alweays been available but it is not true res as it uses a mesh) and access to times, bass, etc.
" R? I don't know, how far is the center to one of the corners? >1 I think. "
I think it is the squareroot of 2.
With newer technology like Pixel Shaders this all becomes very possible and easy to have real time full res like Gforce (as oppossed to Milkdrop where time has alweays been available but it is not true res as it uses a mesh) and access to times, bass, etc.
" R? I don't know, how far is the center to one of the corners? >1 I think. "
I think it is the squareroot of 2.