/* Settings for smoothing functions and transformations commonly used to display FFT output. IMPORTANT: THESE VALUES CAN BE OVERRIDDEN IN MODULE CONFIG FILES, IF CHANGING VALUES HERE DOES NOT WORK, CHECK TO MAKE SURE THEY ARE NOT BEING SET ELSEWHERE. */ /* The type of formula to use for weighting values when smoothing. Possible values: - circular heavily rounded points - sinusoidal rounded at both low and high weighted values like a sine wave - linear not rounded at all, just use linear distance */ #define ROUND_FORMULA sinusoidal /* Factor used to scale frequencies. Lower values allows lower frequencies to occupy more space. */ #define SAMPLE_SCALE 8 /* The frequency range to sample. 1.0 would be the entire FFT output, and lower values reduce the displayed frequencies in a log-like scale. */ #define SAMPLE_RANGE 0.9 /* Factor for how to scale higher frequencies. Used in a linear equation which is multiplied by the result of the fft transformation. */ #request setfftscale 10.2 /* Cutoff for the bass end of the audio data when scaling frequencies. Higher values cause more of the bass frequencies to be skipped when scaling. */ #request setfftcutoff 0.3 /* How many frames to queue and run through the average function. Increasing this value will create latency between the audio and the animation, but will make for much smoother results. */ #request setavgframes 6 /* Whether to window frames ran through the average function (new & old frames are weighted less). This massively helps smoothing out spontaneous values in the animation. */ #request setavgwindow true /* Gravity step, higher values means faster drops. The step is applied in a rate independant method like so: val -= (gravitystep) * (seconds per update) */ #request setgravitystep 4.2 /* Smoothing factor. Larger values mean more smoothing in the output, however high values can be expensive to compute. Values are in normalized width: [0.0, 1.0) */ #request setsmoothfactor 0.025 /* Whether to use a separate pass for audio data while smoothing. On most hardware, this will improve performance, but involves doing a separate render step for each audio texture and will add some driver (CPU) overhead. */ #request setsmoothpass true