Adding 2 cents,

I see here that this could lead to a bpm counter that could be used to reloop movements or quicktimes over a beat. I remember having seen a bpm counter somewhere that works with clicks or midi clock, i guess it's easy to tweek it a bit to that purpose.

All we really need is an adjustable gate level. Going further in determining the gate level and substracting noise, i remember having tried to calculate the overall ambient sound level using a rolling average set near to zero.

then... If somebody gives it a try, we can ping-pong files over the list, it'd be interesting.


dimitri


:)



On 24 oct. 07, at 07:41, Andrew Ohlmann wrote:

you could set the audio input to control the opacity of the patch instead (connect the audio in patch to a math patch, then an HSL color patch). If you multiplied the signal by 5 and then subtracted 2 you can get a result that's fairly punchy without being flickery. Mess around with numbers and see what works for you. multiplying it by a really high number like 10,000 will have the same effect as hooking the audio in straight to the "enable" section of the shape patches. If you subtract half of that number from the math patch you will only see the shapes when the audio is at 50% or above. subtract 3/4s that number and then you will see the shapes when the audio is at 25% or above, and so on.

The issue behind the flickering is that the enable input looks for a boolean (true/false signal), but it looks to the closest thing if it can't find that (anything above zero = true, zero and below= false). So a audio input reading of .001 will trigger it. in addition to using alpha/opacity like in the solution above (my preferred choice, since I like the smoothness and variability it offers), you can just subtract a number from the audio input data using the math patch, and create a "threshold" like in the first solution.

sorry if my instruction-giving is a bit obsessive :(
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