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. [email protected] wrote: > Send hlcoders mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 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) > > > ---------------------------------------------------------------------- > > 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. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> > > > > > ------------------------------ > > 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 >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

