Archive: Variables!


7th October 2002 03:28 UTC

Variables!
I was wondering if someone could list all the vars for Dynamic Movments, Movments, Superscopes, DDM etc... And explain what they do.

And another question...

I write presets for milkdrop *recieves a bunch of ugly stares*

And I was wondering if D and R have any relation to Rad and Ang that we use.. If so what? If not then are do R and D do?




- idiot


7th October 2002 03:29 UTC

I dunno much for I am a milkdrop loser too, in fatc,y ou bloody damn well better know who I am ;)

D is distance, and r is radius.. from what i gathered.


7th October 2002 05:06 UTC

You've been here before idiot24-7. Didn't you make some AVS presets a while back?

I'm sure this has been answered before. There's probably a link in the FAQ, but I'm too lazy to look. Here's a quick explanation.


DM

r = rads (2 pi is 360 degrees, though you probably know that already)
d = distance (1 is at the corners)
x = x value in (x,y) (-1 .. 1)
y = y (-1 .. 1)
alpha = alpha value (0 .. 1)
b = beat (1 in it's a beat frame, 0 if not)

x,y,r,d can be changed by specifying the source for each new point. eg. d=d*.98 makes a slow zoom.



Superscope vars (taken from the superscope screen)

n = number of points on scope
i = location of point on scope (0 .. 1)
red = red value (0 .. 1)
blue = see above
green = see above
w = width of the window
h = height of the window
x = see DM
y = see above
b = see above
v = value for a point on the scope (gotten from the music) (either osciliscope or spectrum data)

x,y,red,blue,green,n can be changed, or just set


7th October 2002 13:24 UTC

Yeah, I did make soem AVS presets... Although they were the same old stuff thats sent to winamp.com every day, But I did.

Thats why I asked for all the vars.. I wanted to try and do somthing work while...

BTW Anyone heard that DJ Azirphaeli guy? I heard his music sucks :)


7th October 2002 16:01 UTC

Never heard of him. Is his music so bad it's good (seventies porn music), or is it just bad (any other seventies music)?


7th October 2002 18:48 UTC

Jaheckelsafar, you're WRONG!!!

:p

d=distance, sqrt(2)=1.414... at the corners, 1 at the sides.

<another shameless="plug"> AVS Primer, available at DeviantART: http://atero.deviantart/com/deviations/ </another>


7th October 2002 19:03 UTC

Atero: nope.
Actually AVS isn't very consistent in its scaling anyway. For example, (x,y) range -1...1. Which would logically dictate that d=1 lies at the sides, not corners.

Yet if you use a movement:
d=min(1,d);
it has no effect, which means d=1 lies at the corners.


7th October 2002 21:38 UTC

BTW Anyone heard that DJ Azirphaeli guy? I heard his music sucks
That was a stab at Zylot :) thanks his name he uses for his music..
____________
Edit1

BTW

Nobody answered my Rad/Ang question.. They are vars in MD but I dont see them in AVS I suspect they have somthing to do with D and R since from playing around I can get the same effects with certain code used in MD and AVS.
____________

Edit2

Is there a var similar to what we use in MD called time? If you dont know if I had d=d*.83+.01*sin(time) (as he said above) It would make the zoom go forward then backward some? Is there a var or a line of code that does this?

7th October 2002 21:53 UTC

just make an above() or below() statement
it works for me
(not that im that great of a coder or anything....)


7th October 2002 22:14 UTC

Indeed, haha, and how bad it is is dependant entirely on the foolish who dare listen to it ;) I write stories better than I write music, obviously ;)

Well, now I have a better understanding of r, thanx folks!
Oh, idiot, just define time in per frame yerself.. t = t + (desired intervel).

As for Rad and Ang... d is sorta like rad.. but I think working with milkdrops ang in AVS will be slightly more difficult.


8th October 2002 05:35 UTC

Oops, I forgot that polar coordinates are calculated pixel-by-pixel as opposed to rectangular coordinates, which are just 1 to -1 stretched to the window sides.

R and D are polar coordinates, used commonly in trigonometry for defining angles. R is the angle, measured in radians, and D is the distance from the origin, where 1 is at the closest sides.

Time can be done simply with custom variables:
frame: t=t+0.01;