Thanks you for all helpful resources. :)
I still keep trying to find the way to get a sound buffer from memory to 
do all the processing. But got nothing so far. :(

Charkrid P.

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> Today's Topics:
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>    1. Re: Audio Programming-Beat counter (Joshua Scarsbrook)
>    2. Re: getting animation velocity and applying it to player
>       (Ryan Sheffer)
>    3. Is it possible to change particle properties via code?
>       (Andreas Grimm)
>    4. Re: getting animation velocity and applying it to player (Joel R.)
>    5. Re: Is it possible to change particle properties via    code?
>       (Jorge Rodriguez)
>    6. Re: Is it possible to change particle properties        via     code?
>       (Andreas Grimm)
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>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sat, 26 Sep 2009 11:58:41 +1200
> From: Joshua Scarsbrook <[email protected]>
> Subject: Re: [hlcoders] Audio Programming-Beat counter
> To: Discussion of Half-Life Programming
>       <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> well i would say to calc the audio beat there is a calculus forumla that 
> can be applyed to certin audio files, that would be fastest
>
> botman wrote:
>   
>> What a coincidence!  I've been doing some research recently on beat 
>> tracking also.  I'm not sure if it's possible through Source, but here 
>> are some resources:
>>
>> http://www.owlnet.rice.edu/~elec301/Projects01/beat_sync/beatalgo.html
>> http://www.gamedev.net/reference/articles/article1952.asp
>> http://werner.yellowcouch.org/Papers/bpm04/
>> http://code.compartmental.net/tools/minim/manual-beatdetect/
>>
>> Masataka Goto did a lot of work in psychoacoustics:
>> http://staff.aist.go.jp/m.goto/
>>
>> His work on beat tracking is here...
>> http://staff.aist.go.jp/m.goto/PROJ/bts.html
>>
>> The best I've seen so far was work done by Eric Scheirer
>> http://en.scientificcommons.org/eric_d_scheirer
>>
>> His "Temp and beat analysis of acoustic musical signals" can be found 
>> here (WARNING!!! Lots of complex signal processing math ahead)...
>>
>> http://www.iro.umontreal.ca/~pift6080/H09/documents/papers/scheirer_jasa.pdf
>>
>>
>> On 9/25/2009 9:26 AM, Charkrid Pornpitackchaikul wrote:
>>   
>>     
>>> Hi guys,
>>>    I don't have any experience with audio programming.  May be someone
>>> can point me to the right direction. How can I write a audio beat
>>> counting code by Source Audio Engine? What should I look for? I traced
>>> the code for quite sometime but I can't find anything that seem like can
>>> use for capture/find wave peak data.
>>>    The thing I want to do is, I want to difference loop mixing together
>>> like a DJ mixing with 2 turntables. Appreciate any suggestion.
>>>
>>> Thanks in advance. :)
>>> Charkrid P.
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>     
>>>       
>>   
>>     
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Fri, 25 Sep 2009 17:35:40 -0700
> From: Ryan Sheffer <[email protected]>
> Subject: Re: [hlcoders] getting animation velocity and applying it to
>       player
> To: Discussion of Half-Life Programming
>       <[email protected]>
> Message-ID:
>       <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I guess all I can say is if the GetBonePosition function is returning the
> local origin instead of the offset from the global origin.
>
> And I was thinking something like,
>
> vector v_direction = NewBoneOrigin - PreviousBoneOrigin;
> float length_moved = v_direction.Length2D(); // I dont remember the
> magnitude function, its something like Length2D.
>
> Then you have a distance traveled plus a direction of movement which you
> could clamp how you see fit.
> length_moved could be used to determine a velocity for that frame.
>
> On Fri, Sep 25, 2009 at 1:07 AM, Michael Chang <[email protected]>wrote:
>
>   
>>> Micheal, as you know I'm doing something rather similar. I've gotten it
>>> working reasonably well, but in truth I don't like the way I have it
>>> working. It's laggy and a bit jumpy, and plays terribly for players with
>>> latency more than 50. But I can basically show you how it works, here's
>>>       
>> the
>>     
>>> abridged version:
>>>
>>>       
>> Jorge:
>> Dude thanks again for sharing the code. Much appreciated.
>>
>> I've spent a good deal of time trying to get this to work the way I want.
>> There seems to be some oddities with GetIntervalMovement. When I print out
>> the deltas for newPosition - GetLocaPosition(), what appears to be
>> happening
>> is that
>>
>> 1. When I'm not moving, the deltas are incorrect and extremely small.
>> 2. When I'm pressing +forward the deltas are correct and the player
>> animates
>> correctly.
>>
>> What's the relationship with GetIntervalMovement and user commands? I've
>> traced all the lines of code with Studio_Seq stuff and nothing seems to
>> care
>> about current speed or input. I'm at a total loss as to why
>> GetIntervalMovement would return different things based on whether or not
>> I'm trying to move!!
>>
>>
>>
>> You could get a bone position (spine bone perhaps) and save that, and frame
>>     
>>> by frame compare the distance the bone traveled to get a velocity from
>>>       
>> that
>>     
>>> and apply it to the player. Maybe this isn't what you want thought. ;)
>>>
>>>
>>>       
>> Ryan:
>>
>> I spent about a minute sketching this out not expecting it to work and not
>> surprisingly it didn't.
>>
>>    int boneNum = player->LookupBone("ValveBiped.Bip01_Pelvis");
>>    if(boneNum==-1)
>>        return;
>>
>>    Vector bonePos;
>>    QAngle boneAngle;
>>    player->GetBonePosition(boneNum, bonePos, boneAngle);
>>
>>    if(lastBonePos == vec3_origin){
>>        lastBonePos = bonePos;
>>        return;
>>    }
>>
>>    Vector delta = bonePos-lastBonePos;
>>    mv->m_vecVelocity = delta/gpGlobals->frametime;
>>    lastBonePos = bonePos;
>>
>> What would be the right approach to this? This doesn't seem right at all.
>>
>>
>> Thanks for your patience guys. I guess I'm trying to do something that's
>> not
>> very common in Source so there's not much documentation on this at all :|
>>
>> ~M
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>>
>>     
>
>
>   

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