outstanding, nice one LuthanickOriginally Posted by Luthanick, i would have like to help before but had visions of me messing it up, like the template
, you made it sound simple enough, so will add to index when i create any new tutorials.
not sure when though,a bit over the DLC and the possibilities.
I made some modifications to my Relative Speed Between Objects tutorial.
It turned out that the method I was using before only worked under very specific conditions. This one should behave more predictably.
That's how I did it before, but it was really buggy and didn't always work properly. Subtracting two stored variables from each other works much more consistently than trying to subtract the stored variable from the current value of the distance operator.Originally Posted by dasraiser
Also, the set value event and VDS leading to the output shouldn't be necessary. Technically, the "Two Input Operator: Multiply" is storing the correct output value, but it displays 0.00 in the editor. The actual value only displays once it's sent to a VDS, and it only works when I branch off with a splitter. The set value event doesn't always have enough time to execute when it's placed inline. I guess using a splitter actually moves that section of the game's code to a separate CPU thread, allowing it just enough additional time to execute.
oh, i've never really had a problem like this, it could be that if your using OPE to obtain the difference, it could have executed the translate after the maths making it invalid.Originally Posted by nannerdw
i do like the double buffer method you've used and will use if i come across this problem myself.
I've added a sheet to the Musical Note Conversion Table to include the new "Bass Synth", "Classic, Piano", and "Chord, Chip" sounds.
I couldn't get any useful FFT data from the shorter sounds, like Piano D4 and Bass Synth, so I had to do those by ear. Listening to the piano notes, it sounds to me like increasing the pitch value by 1 raises the pitch by exactly a semitonet's more intuitive this way, if this was actually how the pitch slider was programmed.) This sounded the most accurate to me when compared to an actual keyboard. The values I had interpolated earlier for "Oscillator, Sine" and "Oscillator, Square" ended up with about 1% less pitch change between each note, so I might have to go back and tweak those values a little bit and see if they sound any better. The difference was indistinguishable to me for the oscillator sounds, but maybe someone with a better ear could figure out what sounds the best.
i have to say, i found the square/sine waves bang on pitch to my keyboard, and yes it is a semitone per unit. The problem with FFT is how many samples it uses to develop the spectrum and can only ever be an approximation due to this.Originally Posted by nannerdw
Someone needs to add a tutorial about how it is now possible to change colors smoothly using vectors.
Attach the color to a vector curved data source. Choose two vectors as the start and end. The x-value of the vector is the "amount" of red, which ranges from 0-200think). Y-value determines the amount of green, z-value determines the amount of blue.